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Member Since 10 Nov 2006
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#4978874 [Monthly Discussion] on RPG flaws - Month 5: "Battle Encounter Design"

Posted by Ashaman73 on 11 September 2012 - 06:30 AM

All rpgs... adopt the holy trinity concept (healer, tank, dps)

You talk solely about MMORPGs ?

and end up with 5-10 min boss fights where they follow a predetermined macro they read from a guide. These fights allow 0 player creativity. Same combo spammed every battle, same outcome every battle, they follow a battle chorography like bots. A bot would be more efficient than a human in this case, 0 lag, perfect coordination, 100% ability to dodge aoe effects.

The same could be said about football or any other team sport.

What if battles were luck based. And chance to win was based purely on luck.

Then I would never see a reason to play this game...

#4978867 Tutorials - How to Learn a Game's Mechanics

Posted by Ashaman73 on 11 September 2012 - 06:01 AM

First off there are at least two kind of people when considering a tutorial.

The first group is the group of explorers. They often ignore a tutorial and want to find out the game mechanism on their own. A forced on tutorial is annoying for these people.

The second group are the watchers. They learn by watching/observing the game play. Showing them what to do is the best way.

To write a tutorial which suits the first group is quite easy: just add a skip button , that is all.

The second group is harder. You have several ways of showing them what to do:
1. written text:
This is the worst, though cheapest, way to instruct your players. But lot of people don't like to read lot of text.

2. audio instructions:
Listening to a voice which helps you navigating through a tutorial is much better.

3. visual instructions:
These one are the best way to show it. Some games even show short ingame videos of what to do (most often seen in FPS), others uses guides (ghosts, npcs etc.). Here you need to decide of what is more important to you. Either a clear communication, then a video is really helpful, or an immersive integration into your game world, then a guide is better.

As you can see, the better solutions are most likely the most expensives one. Either invest really much efforts into making a good tutorial , or take the cheap way. A good meant tutorial using lot of text which isn't skipable could be more hurting your game then a short instruction !

#4978864 How items should work in MMOs?

Posted by Ashaman73 on 11 September 2012 - 05:44 AM

When you consider a game design in a MMO you should always ask one question first:

Can a group of players spoil the game experience of an other group ?

There's always a small group of players who want to spoil the game experience of others. Let's check your questions:

1. Quest items: should this work in serial? the player that finds it first keeps the object until it's released by solving the quest; or should this work in parallel? there is a unique copy of the item for each player; should it be timed? the quest object is reset each X (how much?) minutes so another player will have to come back later.

No, a single player can block a lot of other people when using serial. Even timed is very annoying (a hi-level char snapping away the item just for fun). So only parallel is left over.

2. Special items (ie. the property of certain NPC, a cool sword found in a dungeon, etc.): same questions, serial? parallel? timed?

=> 1.

3. Items inside corpses: I guess this is random, but should a special item appear in the Nth (what frequency?) corpse?

Yes, it is similar to gambling, once you find one good item you can't stop searching all day.

4. Items traded by merchants: should items be random for each player, or persistent? should the merchant have an unlimited queue of items?

Random per merchant per day, don't make your life harder than necessary.

#4978861 Drawing Hardware for 2D and 3D

Posted by Ashaman73 on 11 September 2012 - 05:16 AM

yet have pro quality if possible.

Hardware will not be the issue Posted Image I know of people who draw hi-professional art with the mouse ! But it makes life much easier.

You certainly won't obtain a "professional level" tablet for under $200. Even a small Intuos will run you $230 or so

I use its little brother, the wacom bamboo, which is a really good entry level tablet for less than $80 (small) or $150 (larger).

#4978816 Borders appearing wrong

Posted by Ashaman73 on 11 September 2012 - 01:22 AM

Are all the texture tiles placed on a single texture (texture atlas) or are they unique textures ?
In the first case you need to define a border for each sub-texture (8-16 pixels, depends on texture resolution) or you will get mipmapping artifacts at the borders. In the second case you should not use WRAP as texturing mode, but CLAMP.

#4978798 Random location of space objects how to keep a specified min distance?

Posted by Ashaman73 on 10 September 2012 - 11:40 PM

Some thoughts about my terrain generation (large objects). I subdivide the area into cells (+ some spacing between cells). Each cell can contain one randomly placed object, the spacing between the objects guarantees, that you don't get overlapping objects. This is similiar to the AABB approach. Even better would be a voronio cell generation which will break up patterns more. You can place your objects randomly within the boundaries of a voronio cell to avoid intersection testing.

#4978789 Create ocean and character

Posted by Ashaman73 on 10 September 2012 - 11:05 PM

There aren't a lot of free modelling tools around which have the quality and features of blender, therefore I would sugguest to learn blender. But it is not easy, no modelling tool is easy, you will need lot of patience and training.

#4978556 Create ocean and character

Posted by Ashaman73 on 10 September 2012 - 06:30 AM

You need a modelling tool, either a free one (blender) or a commercial one (max,maya, but they are really expensive).

#4978554 3D Math problems... No idea what to ask from Google.

Posted by Ashaman73 on 10 September 2012 - 06:23 AM

Google for "3d picking"

#4978544 Game Programming Dilemma.

Posted by Ashaman73 on 10 September 2012 - 05:56 AM

If I run into a problem like generating a ... a dungeon for example and some 2D terrain, or even AI, this things cannot be completely grasped from books.

A programming course does not teach you that either. Best to learn a programming language first and then start making small games. For special issues ask around in forums like this one, use your big coding buddy or your own wit Posted Image

#4978500 Cross product problem

Posted by Ashaman73 on 10 September 2012 - 01:06 AM

It is somewhat unclear of what really is your issue. The cross product will calcualte the perpendicular vector of two given vectors, right ? Are you trying to calcualte the perpendicular edge of two other edges. The difference is, that an edge is a located 'vector', that is you have not only the direction given by a vector but although the position . If you have two edges with a shared vertex, then try something like this:

edge_1 = (v0,v1)
edge_2 = (v0,v2)
new_direction = crossProd( v1-v0, v2-v0)
new_edge = (v0, v0+new_direction)

#4977136 Coding gradiant transitions

Posted by Ashaman73 on 06 September 2012 - 04:28 AM

Play around with your tonemapper.

Instead of an almost 1:1 mapping like
[0..0.1] => [0...0.1]
you need to expose the upper values in this concrete scene more, something like
[0..0.1] => [0...0.5]

Here's a great linkabout different tone mapping algorithms.

#4977092 Coding gradiant transitions

Posted by Ashaman73 on 06 September 2012 - 12:53 AM

Your issue could be the machband effect.

The problem is, that you try to blend very dark values. HDR will not help you here as long as you do map your sky to these dark values. HDR normally tries to map an high dynamic ranged image to the whole available color value range of your monitor. This would increase the contrast and therefore to a steeper gradient, which should reduce the machband effect.

#4975968 Titlescreen Art ( want opinions )

Posted by Ashaman73 on 03 September 2012 - 02:11 AM

Okay, here are some thoughts. In general there's lot of work in your title screen, but I'm not sure if it is fitting.

1. Consistency:
You have an extremly detailed/noisy model, but your game consists of cubes. That really breaks the consistency, the screen makes you believe to play a highly detailed game, when it used more of stylized approach. That's like seeing a hyper action movie trailer when eventually the movie itself can't keep up with the expectations, in this case you will get disappointed. But seeing the movie without the trailer could be quite entertaining.

2. Orc model:
Do you want to display the capabilties of your modeller or do you want to present your game ? Btw. the model is too noisy, there's no point of rest.

3. Wrong focus:
The detailed model drags my eyes to it, this is the wrong direction. What is the most important thing a user should recognise on the screen ? This should be pushed by either using color, sharpness, shape whatever. Shape is one of the most important visual tools to attract the eye, so if you want to keep the orc, blend it more into the background.

#4968027 Texture Randomization

Posted by Ashaman73 on 10 August 2012 - 03:30 AM

Take a look at wang tiles, hereis a chapter about them in GPU Gems.