crazy idea...
I've been poking around on the forums lately, and two common, recurring themes have emerged: we need to rejuvinate the network, and produce more mods.
it seems to me they are linked; with more mods we will have more interest
Dink proved that a substandard team can make an rpg (however crappy); well developers here are redoing that feat with every mod - sometimes one person coming out with an epic-sized mod!
the bottom line is: we need help. not just advice, help. I suggest we vote on a single mod each period of time (say a month) and every capable developer on the network helps on it. surely with that kind of manpower behind it, we could crank out at least one a month, mabye even more.
it seems to me they are linked; with more mods we will have more interest
Dink proved that a substandard team can make an rpg (however crappy); well developers here are redoing that feat with every mod - sometimes one person coming out with an epic-sized mod!
the bottom line is: we need help. not just advice, help. I suggest we vote on a single mod each period of time (say a month) and every capable developer on the network helps on it. surely with that kind of manpower behind it, we could crank out at least one a month, mabye even more.
D-Mods and development teams didn't mesh too well in the past. It could work but it would need a lot of effort.
I do think the production of D-Mods is the lifeline of The Dink Network but I think the problem lies deeper than that. Suppose you're technically capable of creating a D-Mod, if you were to read the tutorials, what incentives are there to actually do it? A decade ago, the situation was different but now there are a lot more options when you want to create your own game/RPG. When Dink Smallwood was released, SDL wasn't quite around, as an example.
I do think the production of D-Mods is the lifeline of The Dink Network but I think the problem lies deeper than that. Suppose you're technically capable of creating a D-Mod, if you were to read the tutorials, what incentives are there to actually do it? A decade ago, the situation was different but now there are a lot more options when you want to create your own game/RPG. When Dink Smallwood was released, SDL wasn't quite around, as an example.
Rather than focus all our attention to making mods, make a Dink 2. Use more advanced technology (or just modernise the whole thing) so that gamers will gain some interest. Include a more powerful modding system that includes string variables and maybe even arrays, entirely truecolour graphics, and above all, a great storyline.
Increase the screen resolution to 1024x768 as well, that will (hopefully) work on everyone's machines.
Increase the screen resolution to 1024x768 as well, that will (hopefully) work on everyone's machines.
i don't know... the main appeal of dink to me is that is uses an easier variation on C
if a dink2 is made, i'd like to keep dink so others can use it for what i'm using it for- an introduction to programming.
if we make this insanely complex, multiplayer version of dink that uses more complex languages, then we have... roblox.
if a dink2 is made, i'd like to keep dink so others can use it for what i'm using it for- an introduction to programming.
if we make this insanely complex, multiplayer version of dink that uses more complex languages, then we have... roblox.
I'm not saying the game engine or language should be difficult, it should simply be powerful enough to develop whatever you want in reasonable time. With DinkC, that's just not possible. You don't need to use all the features of the language if you're still learning but others can use them.
800x600 would be better Fireball its a more widely used resolution in games and 2D games nowdays. Not very many go higher unless its a 3D game...
I agree with Simeon, we can use something similar to DinkC, but add features like strings, arrays, and mathematical operators, more loop options and other advanced things that some people want. We can make it so beginners can still make Dink say something and write simple scripts, just have the option there to take it one step further.