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Member Since 08 Oct 2006
Offline Last Active Nov 20 2012 04:52 PM

Topics I've Started

A stealth weapon that's never been done before

14 August 2012 - 11:04 PM

This is the game in its current form. Note that bullets have travel time.


I'm currently upgrading the zombie AI and I want to add a system where zombies hear gunshots nearby and charge toward the player; to balance this out, I need a dedicated stealth weapon. But I don't want something that has been done recently in a big game - I want something that sets my game's stealth sections apart.

Here are some ideas that I've had so far:

Boomerang - after hitting a target it returns and you have to catch it. if you don't hit an enemy, it wont return.

Throwing knives - when you throw knives in real life, you need to take care of the rotation of the blade; so some kind of mechanic of charging the spin by the right amount might make this a challenge. I throw knives in real life (although I'm not very good at it) and can reliably stick a knife in a target blade first, but this takes serious practice and concentration. Whether you go for one spin or multiple spins, you need to ensure the spin is correct.

Crossbow - How can I make this more of a challenge than just a plain old crossbow?

Longbow - Again, how to make this a proper challenge?

Dart gun - the same problem applies here, I want the stealth weapon to be harder to snipe with than other weapons and a dart gun is just too easy if its similar to a normal gun.

Any ideas are welcome, thanks for reading.

Help me flesh out game idea

21 May 2012 - 07:40 PM

I hate camping with a vengence - a couple of days ago, during a random conversation about my less than traditional camping exploits (such as lazy ways to start the camp fire, and sleeping in a hotel overnight) I thought there might be a game in this.

I want to spend about a week on this game; it will be a web game (HTML5) with top down graphics, nothing fancy.

So far, I have the following ideas about how it will work:

Each day consists of 10 minutes (or something similar) of daytime, and 10 minutes of night time. You have to manage your hunger, fatigue, and personal hygiene. What I might do is split this along levels, with alternating day and night levels. Perhaps during the night you do more stealing activities and during the day, more survival activities.

Each day, you have a series of challenges. You start out on day 1, missing several items, which you have to steal from other plots, without being caught.

There is a backing story which you are introduced to at the start, although I'm not sure what this could be. Sometimes, squirrels will try to steal your stuff; cows will wander onto your plot and break things, and of course it must pour with rain most of the time because this is a camping holiday.

Any ideas for this are welcome. What amusing challenges could I set for the player, which would be possible to implement within a top down, tile based environment? I don't just want fetch quests.

I might call the game "Wish You Were Here."

Avoiding cheating in a multiplayer HTML5 game

09 May 2012 - 04:45 AM

The problem with this in principle is that the source code is available to the client. What I want to do is build an RTS, but I'm wondering if there is any realistic way of preventing cheating. My theory is that its not really possible, in a lockstep system, to detect whether a command has come via the user clicking or via some cheat mechanism. Also, I dont think its possible to prevent cheats such as revealing the map; basically, anything that doesn't cause a desync is possible.

Added to this the fact that the client has easy access to all the code via normal developer tools like firebug, and you have a potential disaster.

Not being a fan of obfuscation, which is easily reverse engineered, im wondering if running a lockstep simulation via websockets is not totally vulnerable to cheating.

Create a random vector, with a bias toward a specific direction

21 April 2012 - 07:53 PM


I'm trying to create this effect, so that my ants will tend to move away from the central nest if they are not carrying a resource, but tend to move back toward it if they are. My ants are usually controlled by pheramone trails, but they need to be able to act autonomously as well.

Here is my attempt at implementing this: yes, its in javascript.

WorkerAnt.prototype.startRandomDirection = function()
  // make a new random walk direction with a directional bias
  var x = Math.random() * 0.1 + 1
  var y = Math.random() * 0.1 + 1;
  // create a vector toward the centre of the colony if ant has a resource, and away from it if he doesnt
  var dirToNest = Vector2Cache[0];
  dirToNest.equalsVectorBetween(this.vPos, Game.World.CentralNest.vPos);
  // adjust it by the random amount
  dirToNest.X *= x;
  dirToNest.Y *= y;

  // re-normalise it
  // invert vector so we are biased to moving back into the nest
  if (this.stockType == EnumStockType.None)

The code is confounded by the fact that, for performance reasons, I need to avoid creating garbage. This is an ant simulation, with a few thousand ants on screen at once, so ive made a vector class which does all its operations using existing instances.

"Best" way to do roguelike in javascript

05 April 2012 - 02:58 PM


For the next Ludumdare competition I've decided I want to do some kind of roguelike game. Not necessarily set in ancient times with monsters and the such (it might possibly be contempory). But, I wanted to do this in javascript as a learning experience. The main question is, what would be the best way to do this? I can think of a few options. I've done a big project in javascript before, but it wasnt for a game, and for graphics I was using dojox.gfx which was an experimental wrapper for both canvas (pre HTML5) and the proprietary MS / Adobe one that everybody used to complain about; I've not done something in pure text before.

For those not familiar, a roguelike is a top down, turn based game where the characters and environment are represented using ascii characters.
For example, this would be a guy in a 3x3 room:

#   #
# @ #
#   #

This is a guy being attacked by 3 dogs in a room where the door has inextricably locked itself:

#dd #
#d@ +
#   #

Because its not using sprite graphics, this changes the approach I might need to use when rendering the game. I've done this type of game in other systems, so the technical side is not an issue, its more a case of getting performant drawing on the largest number of machines possible. As far as I'm aware, there aren't a lot of browser roguelikes implemented in pure javascript; usually they use flash, java, etc.