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After reading the linked file, would you consider buying the book?
Yes
20%
 20%  [ 3 ]
No
80%
 80%  [ 12 ]
Total Votes : 15

Author Message
DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Nov 16, 2004 9:01 pm    Post subject: Indie Role Playing Game Programming with C++ and Allegro [quote]

If you want to know what my book is going to be about, I've taken the liberty to upload this file:

http://ccps.rpgdx.net/IRPGP/detail.txt

Please guys, no more flamewars about my book, or my skill, etc.
If you're not interested, simply don't post.
Thanks.
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Last edited by DeveloperX on Thu Mar 17, 2005 8:46 am; edited 1 time in total
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
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PostPosted: Tue Nov 16, 2004 9:10 pm    Post subject: [quote]

If you don't expect criticism, don't post here. People tore me a new asshole when I posted Crystal Quest, and they had every right too. Without us tearing each other apart, we will descend into mediocrity. I say we deserve to demand better. For our community and for our respect as a community.
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Tue Nov 16, 2004 9:24 pm    Post subject: [quote]

I voted no, but not because I think the book is a bad idea - but because it doesn't go far enough. The book seems to stop after the walkabout demo stage, and is in that way missing a big part of RPG design.

But I think the outline is pretty good. If you wrote this book, as you've outlined it, it could be quite a useful resource.

Incidently, I think you're writing this book for the wrong reasons. I know you're hurting for money, but there are faster, more educational ways of supporting yourself programming. Have you considered web design, for example?

Oh, and shut up Mandrake. Have you really lost so much perspective that you actually think you're being helpful?
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
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Location: GNARR!

PostPosted: Tue Nov 16, 2004 9:27 pm    Post subject: [quote]

Yes I do think I'm being helpful.

I'm just saying he shouldn't post and not ask for criticism. The reason why I chose no (oh go, I'm critiquing NO!) is the same reason you did- it's too small. It covers some basics, but it doesn't delve deep enough for me.
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Wed Nov 17, 2004 2:53 am    Post subject: [quote]

Chaotic Harmony wrote:
I voted no, but not because I think the book is a bad idea - but because it doesn't go far enough. The book seems to stop after the walkabout demo stage, and is in that way missing a big part of RPG design.

You're right about one thing, I don't go much farther than walk around demos.
There is a good reason for this.
In fact, a few good reasons, first being that so far I estimate the book to be 1000 pages at least, due to full source code being printed.
I don't like books that simply refer the reader to the source on CD. I prefer to have the entire sources available to browse,
even if you're not near the computer.
This is a massive book, and although it doesn't take the reader
much farther than a walkaround demo, (actually you get a multi-mapped, scripting, animated, interactive demo, but hey! it's all good.) it goes much farther in depth into what it DOES cover, than any other resource available.
Mind you, this is a series, not just 1 book, and you're done. ~ like lots of books out there.
I planned on 4 writing books. It might turn out to be 3, depends on how much content I can endure writing ;)

First book gets a game up and running,
second you add battles and inventory, and menus etc..
Third will cover design issues, such as character development,
story sequencing, plot points, and such.
Fourth book will be on advanced ai, and adding non-standard elements to the game, such as jumping, creating depth, making hidden rooms, generating dungeons, and other advanced subjects.
Quote:

But I think the outline is pretty good. If you wrote this book, as you've outlined it, it could be quite a useful resource.

I intend to write the book as its outlined, as that WHY I wrote the outline. :)
Quote:

Incidently, I think you're writing this book for the wrong reasons. I know you're hurting for money, but there are faster, more educational ways of supporting yourself programming. Have you considered web design, for example?

I do do other things to make money.
CCPS Solutions is my company.
I do computer repair, networking, consultation, web design, website management, custom software, software training, programming tutoring and general problem solving.
I am trying to make my mark in the industry, its not an easy process, but I will not stop until I have made my mark.
Even then, I won't quit. :)
Quote:

Oh, and shut up Mandrake. Have you really lost so much perspective that you actually think you're being helpful?

You tell him C.H.! :)
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Rainer Deyke
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Joined: 05 Jun 2002
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PostPosted: Wed Nov 17, 2004 5:25 am    Post subject: [quote]

Three comments:
  • I would split chapter 13 into two chapters, one on sound/music and one on the sample game.
  • I agree that the book doesn't go far enough. In fact, I would go so far that the title "Indie Role Playing Game Programming with C++ and Allegro" is deceptive advertising unless you append "part 1", since the book won't teach anyone how to make a complete rpg.
  • I won't buy the book because I don't believe you have anything to teach me. However, there is probably an audience of less experienced programmers who would be interested in such a book.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Wed Nov 17, 2004 5:56 am    Post subject: [quote]

Rainer Deyke wrote:

I agree that the book doesn't go far enough. In fact, I would go so far that the title "Indie Role Playing Game Programming with C++ and Allegro" is deceptive advertising unless you append "part 1", since the book won't teach anyone how to make a complete rpg.


But indie RPGs are incomplete.

Shoudn't the camera be introduced with the simple map system?

EDIT: I see that you've put the scrolling 5 chapters after the original introduction of the map. I don't know how complex you were going to make your scrolling, but i would have thrown some of it in with the simple map.
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Wed Nov 17, 2004 6:10 am    Post subject: [quote]

I guess I should mention that I want to release the whole series at once.
With all the books available, then people can either get them all to learn to create a complete game. (As I continue the same game project throughout the series)
Or they can just buy the books that cover topics they want to learn/ or have a good reference for.

I've done some local surveys, and over 20 people would LOVE to get the series. :)
I'm sure that once the books are done, you guys would sing a different tune. I hope that you at least check it out, and don't pass it on the shelf, simply because you don't think that its any good.
Well, its late, I'm tired, been a long day, I'm off to bed.
Goodnight.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Wed Nov 17, 2004 6:45 am    Post subject: [quote]

DeveloperX wrote:
I've done some local surveys, and over 20 people would LOVE to get the series. :)


Out of how many? That statistic is deceptive, as long as you don't give the size of the population, nor anything about the population.

Quote:
I'm sure that once the books are done, you guys would sing a different tune. I hope that you at least check it out, and don't pass it on the shelf, simply because you don't think that its any good.


I make it a point not to buy technical books from people under a certain age level.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Wed Nov 17, 2004 1:46 pm    Post subject: [quote]

Quote:

I'm sure that once the books are done, you guys would sing a different tune. I hope that you at least check it out, and don't pass it on the shelf, simply because you don't think that its any good.


Going by your text file's description on the contents I would pass this book by. I would flip it open, read the table of contents, and just be like *hmmm. Nope. Nothing for me here.*. Why Three books? I have a book at home, it is called something like *Isometric Real Time Strategy Games for DirectX*. It is an excellent game programming book. He covers what you need to know (and doesn't introduce you to DirectX, he assumes you already know it. A good thing, since most game programming books spend half of it teaching you DirtectX) and goes into every detail. He didn't do two or three books. He covers scrolling AND maps in ONE CHAPTER. He also covers some very cool topics that I like to have in a print reference (printed is always easier for me to read and grasp, so technical stuff I usually have to print first anyway). Of course most of the stuff he talks about I can find online, but I thought he wrote in a very clear and concise manner, and the price of 5$ at the bargian bin at Borders Books was worth the nice little things that I wanted to get out of it.

Now, I ask you- why would I buy your book? And also- 20 people will not recoup any losses. Trust me. I've done the publishing thing. You need a solid user base and a damn good market, or else you won't sell more than that 20. If you sell little, then getting a second book published is not going to happen. I hate to be the voice of reality in this matter- but by the sounds of it (no contracting, the likelihood of a publishing house publishing three books by an unknown author at once) you might end up self publishing this. If you do that, the best way to do it is not to include a CD. Without a CD you can get some Print on Demand place to do it for 250$. Add in a CD and you're looking at over 2 grand. Add into the fact that getting into the stores (were people will actually buy it) will be nigh impossible.

I've done the publishing house thing three times. Once actually resulted in a book being published. The second one was a small startup publishing house that folded, and the third they broke the contract claiming that nobody would buy a book on Allegro, and that DirectX and SDL were the only two guaranteed sales. They said that if I didn't change the book's topic and library, they would not publish me. In retrospec, I should have just changed the topic. But I was young and naive. I've looked into the self publishing thing, but it's too expensive and carries a stigma with it.

Quote:

I am trying to make my mark in the industry


Go to college, and get a degree. Get a job in the industry. Hone your skills. There, you've made a mark. If you want to make a mark that's bigger than that, drop out of college, really hone your skills into the ground, get some mad ass respect and code something that is impressive. Really impressive. And usefull. Something nobody has done before.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Wed Nov 17, 2004 8:16 pm    Post subject: [quote]

FWIW, if this book had been available ten years ago, I might have bought it.
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white_door
Icemonkey


Joined: 30 May 2002
Posts: 243
Location: New Zealand

PostPosted: Wed Nov 17, 2004 8:31 pm    Post subject: [quote]

I read through your outline, I'm not a writer or into the publishing scene but I've bought a number of programming/game books. So I have a few thoughts from the point of view of a reader and as a developer but not as a writer or anything. ;)

Chapter 1 seems okay, however (and this is a pet hate of mine so its nothing personal here) When reading a reference book I really really really don't want to know your name, your quest, nor your favorite colour. Its a reference book! Try to keep it professianal by leaving out personal details. Let the book speak for itself, you don't need to tell the reader who you are or why you are qualified to tell them what they need to know. If you really have to... save it for an "About the Author" page at the end of the book.

Chapter 2 & 3: Focusing on Dev-C++ is a great idea for beginners. I feel it's possible you could give a more rich experence if you covered more than Dev-C++ though. There are a range of compilers that allegro works with and people are bound to use others given a bit of cash (msvc) or if they have a different platform (like Mac or linux). Just continueing on that thought in addition to the dev-C++ project, maybe you could look at makefiles or one other IDE (like msvc).

Chapter 4: Do you mean transparency or translucency? In terms of game programming there is a major difference.

Chapter 5 & 6: I'm not sure what the difference between a sprite and avatar is with in your school of thought, but I really just like the fact you are including animation and resource creation tips.

Chapter 7: Don't forget polygon collisions, and perfect pixel collision systems. ;)

Chapter 8: I like the range of scripting languages you have given, I must admit I have never heard of TCL beginning embed into a game.

The rest look pretty sweet, I like the fact you include information on map editors and music making. In theory the design parts of Chapter 12 should be the before anything else... since design issues should always come before the engine or you will end up over or under developing it ... but it doesn't really matter. Also on a final note, I'm not sure if you covered this but I didn't read anything in the outline specifically about saving/restoring the player's game..

All that said, I basically think it looks like a pretty solid line up of topics.. and provided it delivers on what was in the outline I would be quite happen to own this book. I'm always getting asked how to make games by people I know and it would be a great resource to lend out to noobs. And if it failed to answer the never ending torrant of questions that issue from the said newbie, I could always use it to beat them to death with. ;)

PS: doh! why, oh why, can't I write a document without a billion typos?
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Wed Nov 17, 2004 8:59 pm    Post subject: [quote]

Note: my remarks for this are not meant to be flames. I think this is a really good idea for a book. These really are meant to be constructive criticisms from someone who has done this before (and plans on doing it again).

I just think you should at least get a little bit more writing experience before attempting anything of this size. If you don't, that's alright, just plan to edit alot. And please, don't be afriad of criticism. Post it as you go along.

Quote:

Short Paint Shop Pro tutorial to draw basic tiles


Will you include a demo copy og PSP on the CD? If not, the price of the book just went up. Now a reader have to buy the book (which will probably be in the 40-50$ range) and a copy of PSP.
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DeveloperX
202192397


Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Wed Nov 17, 2004 11:17 pm    Post subject: [quote]

Mandrake wrote:

Will you include a demo copy og PSP on the CD? If not, the price of the book just went up. Now a reader have to buy the book (which will probably be in the 40-50$ range) and a copy of PSP.


I intend on having an evaluation copy on CD, yes.
However, I haven't recieved a reply from Jasc about it yet.
I'll let you know.

As of now, I've got this:
CD Contents:

Software
Dev-C++ 4
Anim8or
pending ~Paint Shop Pro 7 Evaluation
pending ~Paint Shop Pro 8 Evaluation
pending ~Modplug Tracker

Libraries
Allegro
Lua
Python
Tcl

Source
Chapter3
Chapter4
Chapter5
Chapter6
Chapter7
Chapter8
Chapter9
Chapter10
Chapter11
Chapter12
Binaries.exe (all chapters precompiled for windows)

Resources
Articles - misc articles from various locations. email if you want yours included.
Tiles - drawn by myself, and Gustav, email me if you want to contribute
Sprites - drawn by myself, and Gustav, email me if you want to contribute
GUI - drawn by myself
Sounds - recorded by me
Music - composed by me & Ryan Caro - want to contribute? email me.


----

white_door: Thanks for your kind words, it means alot.

~ gotta run for now.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Thu Nov 18, 2004 8:36 am    Post subject: [quote]

I'll not buy it.

The overview tells that you are talking about a very specific way to implement games with very specific tools.

But I guess you're aiming at a different audience, so it's irrelevant if I'd buy it or not. I'm just beyond need of the basic ideas.

I'd rather look for a book that focuses on the game design ideas: not "how to implement a map with tiles in C++", but "how to design interesting maps".

I'd suggest to add random map generation to one of the chapters. Quite a lot of RPGs habe random maps, and the random maps really raise the replay value of the games.
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