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tom_mai78101

Member Since 09 Jan 2007
Offline Last Active Jun 29 2015 07:31 PM

Posts I've Made

In Topic: (Picture) C#: Can anyone explain how this is possible? IF statement is false,...

23 June 2015 - 03:09 PM

I noticed it's a UnityVS project. The debugger is not 100% trustworthy in that case... Maybe add some Debug.Log calls and double check that Unity is executing the latest version of that code?

Ok I guess. I've reported this error to the UnityVS team. I was told this is a possible race condition, where the variables are not refreshed/updated long enough while the debugger is attached to Unity running on different threads. Maybe it's a rare corner case scenario, who knows?


In Topic: (Picture) C#: Can anyone explain how this is possible? IF statement is false,...

23 June 2015 - 12:48 PM

No. It's just returning the value, nothing else was done. The value is shown in the top right corner in the Auto view.


In Topic: What should I do now that I implemented a game mechanic that is not popular a...

08 June 2015 - 04:14 AM

Thanks again. I am currently back at my planning and designing stages to try and it might take awhile to fix the overall issue. 


In Topic: What should I do now that I implemented a game mechanic that is not popular a...

07 June 2015 - 09:38 AM

Thank you everyone. By the looks of it, I am really doing something wrong here, possibly even forgetting the whole point of making my game with a critical mindset.

Good thing I asked for advice about this when it is in its early stages.

In Topic: What should I do now that I implemented a game mechanic that is not popular a...

06 June 2015 - 08:51 AM

The question is formulated so abstract that its near impossible to answer.
Who knows if they just need some time to adapt, if they dont hate the new mechanic but dont know how to explain that and there is just some quirk you need to fix, if its just a few complainers and the silent majority likes it, or if its really bad?

 

You're right. I didn't realize the question is abstract.

 

The game mechanic I made involves "friendly fire". This means that entities that fire projectiles will affect whatever gets hit by it. For me, it makes realistic gameplay, it makes game development easier to work with, and it makes the game challenging to play. However, players are not enjoying it and they are suffering from the side effects because of it. For instance, "friendly fire" kills their owned entities if placed in such a way that projectiles hit themselves. "Friendly fire" can also cause the loss of a game round for the fact that it kills off their king entity if the king gets hit a few times.

 

The two sides to this are groups with almost equal numbers. I can tell because we're a pretty big class. One side insists that "friendly fire" creates necessary challenges for the game to be satisfying, while the other side insists that "friendly fire" causes the game to be "unintuitive", "unenjoyable", and "downright stupid" for the fact that player-owned entities can be killed off without knowing it.

 

I build "friendly fire" because without it, it is getting way too difficult to develop the game. I would rather have "friendly fire" than "unplayable lag", which is what the old game mechanic suffers from, and I need to remove that because of the lag.


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