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Member Since 16 Jan 2007
Offline Last Active Jun 25 2014 02:30 PM

Posts I've Made

In Topic: Showing depth in a 2D, top-down game.

15 August 2012 - 10:43 PM

I don't know if the camera is stationary, but if it isn't, you could do some subtle parallax scrolling to add to the effect. Although I'm pretty sure it won't be enough to bring out the depth, you'd need something else to go with it.

In Topic: Character Progression and Balance

14 April 2012 - 04:25 AM

Usually, unlocks and rewards are put into games to get people to grind for more points. Pople end up playing more and more even if they aren't really enjoying the game all that much, the achievements and unlocks drive them in some way.

I'm in the CS:GO beta, allow me to share my experience with you. The first day I loaded up the game, I failed at it really hard, I couldn't kill a thing and always ended up at the bottom of the leaderboard. I played and I played but nothing seemed to work out. Now if it was one of your run of the mill shooters, I would've been unlocking cool gadgets and unlocks and I would've slowly gotten stronger if those weapons give me an advantage in some way. Here my xp metric in-game is helping me out. But that doesn't happen in CS:GO at all, this is what you have to decide. Would you like your game to take the players' hands and lead them forward or let them 'learn' and gain 'experience' in the real world sense, and become better at the game? The former is considered safer in today's times, this is what makes older games a lot more fun for some people.

After spending a couple of more hours in the beta, I finally understood the ropes, I got a feel of the recoil on every gun, I learned that my accuracy is pathetic while moving, and crouching while shooting helps a lot. It gets better if you pay more attention, some guns have a directional bullet scatter, sort of like a biased random deviation on them. Its very satisfying to figure these things out, but not for most gamers. In a survival shooter, all these things can be applied quite easily. You don't have to spoon feed all the facts, for example, dismembering limbs slows movement, headshots are fatal (duh), aiming for the eyes makes them blind, and the special ones with the fatter arms explode to deal damage to their allies. Stuff like that, I'm sure you get the drift.

In Topic: Character Progression and Balance

12 April 2012 - 02:53 AM

Not asking you to alter you design in any way, but heres some food for thought. How does experience relate to the game, I'm not talking about the variable inside the game, but the players experience playing the game. You said that you could maybe unlock special attacks for high level players, or buff their strength/survivability, but ask yourself, is that really necessary? Why do you want to allow the player to level up at all, when balance needs to be maintained at all times? Of course you need to show the players that they are growing stronger as they play more and more which is what draws players to these kinds of game, but I'm sure it can be managed aesthetically.

Pick a game like L4D, or CS for PvP, the xp bar in these games (if there are any at all) dont affect the attributes of the players in any way (lets leave out the unlocks for a bit please). What makes a person with more xp better than the other? It doesn't, the metric in that case is just 'guessing' how experienced the player is (proportional to kills etc.) which is not always right because a person who has played more but is pathetic can have more xp than a pro.

My point is, PvP and the xp system can be detached from each other if you want, it all depends on how you want the xp bar to affect the game.

In Topic: Character Progression and Balance

11 April 2012 - 08:50 PM

Your player progresses by gaining experience which is done by killing enemies or receiving other bonuses (exploration, side quests etc.). This experience adds up slowly and takes you to the next level. Once the character reaches a new level, his abilities are boosted just a little. He gets more damage into one of his spells, and is able to take more damage as his defenses goes up. With this, the game also slowly levels enemies to maintain that balance, which is what you need.

Heres my idea, treat experience as a simple number, and don't level the character in ANY way whatsoever. In turn, make the difficulty (enemy strength/AI) a function of this number (the experience) so that as players play more and more, their enemies become harder and harder. So a lvl 100 player will simply spawn harder enemies than a lvl 1 player, but both those characters will be exactly the same (strength/resistance/damage). With this, you'll have precise control over your difficulty curve, you can actually draw it out as a function of the players' experience (sawtooth, linear, quadratic, exponential), but at the cost of lesser choice for customizing your character. I'm quite sure that a system like this would also work well in a non-fantasy setting.

In Topic: Client-Server Game Logic Distribution

09 April 2012 - 09:24 AM

Hypothetical situation, let's say that hacking is not that big an issue (No pub servers, coop only, closed platform). The game is more like a shooter rather than an MMO, the collision detection and damage to enemies is quite a physical affair (speed,acceleration etc.) rather than a pre-calculated (lock-on target) attack mechanism. Would you still suggest a server-knows-all set up?

Its really bugging me here because its really tempting to have the clients do all the work because they're the ones that have to have all the information at all times no matter what. If I try to go for a server authoritative approach, I always end up having two copies of all the data being managed, sometimes even generated (item infos/effects/powers) on both the client and the server! Isn't this supposed to be bad design? Or is this the way to go?