And my question id about Prince of Persia of course, the reboot of 2008. You can find them on DeviantArt if you want, same nickname of here. yup, I'm an artist (to say the truth, I'm studying hard to become it!) and I've done a lot of fanart of one of your main product and one of my favourite game ever, Prince of Persia. That's why I thank you, with all my heART!.
Thanks to pioneers like you, videogames are no more pixels on a screen, but true pieces of art who involve any kind of application of human creativity, from painting to science. Your dreams have become ours, and they grow up like like a fire who never will be forgot. Because you've create not one, but many dreams, and you've done it only for us.
I could start with my question, but before everything, I want to thank you. But in a game, it's what the PLAYER does that counts the most. In a movie, what the characters DO is more important than what they say we try to look through to the dialog to understand what their actions really mean and how they feel. Whereas in a movie, your task is to design a story that will engage and move the audience emotionally and intellectually while they're watching it unfold. that you're "writing" don't affect the answer to that question, then you're not really writing a game, you're writing window dressing. The most important question to ask at every moment of the game is "What might the player DO here? What will happen, and how will it make him (or her) feel?" If the story, characters, dialog, etc. Here's the big difference: When writing a game, you're designing an experience for the player. But that similarity is only on the surface. It's true that both mediums are audiovisual and use a lot of the same "cinematic" conventions (camera, music, etc). You will basically be following the exact same path our programming ancestors had to do to implement the languages we use today.
#Prince of persia 3d disney how to
When you no longer have access to complex commands like for loops and math functions, you have to really dig in deep to learn how to complete certain functions. Trying to get a for loop within 2 cycles on a PIC was a fun challenge.Īdditionally, depending on how basic of a chip you are using, the command list can be only a few options long. My professor used to make us write loops with a limit on the number of CPU cycles it could take.
#Prince of persia 3d disney code
The ability to step through your code while learning it and watch individual memory locations change let you really get a feel for the code and how it works. What that means is, when you mess up, at a basic level, you know EXACTLY where you messed up. It's no longer for loops and print lines, it's direct hardware chatter. With Assembly, you aren't giving it complex commands, you are talking directly to the hardware.
That's the sort of thing that causes you to write inefficient code. When you write in a high level language like Java, you tell the computer to do things without really knowing WHAT it is doing. I had a little experience with programming in Java and some scripting stuff when I first met Assembly as a language, and my friends thought I was crazy because I enjoyed it. Saw this and thought I'd give some advice too.