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Member Since 12 Nov 2007
Offline Last Active Mar 20 2016 06:25 PM

#4970758 Need Name For Hacking Game

Posted by on 18 August 2012 - 12:16 AM

"Cubicle Commando"
I'm laughing so much at that one right now...

#4966576 god games, what happened?

Posted by on 06 August 2012 - 12:40 AM

Human connection? I don't have that in Minecraft, tetris etc and these are still fun and successful games.

But those are games without any characters. So there is no expectation of an emotional connection.
In god games there are populations or even beings, and without a connection to them, the experience is remote and... by definition... disconnected.

Under that interpretation I agree with you. I was generalizing god games as sandbox games.

#4966248 god games, what happened?

Posted by on 04 August 2012 - 09:14 PM

Human connection? I don't have that in Minecraft, tetris etc and these are still fun and successful games.

To me, God games are sandbox. Like a sandbox, you play until you uncover the mechanics, and then, there's really not much else to do. There may be objectives and whatnot, but as per wanting to be a God, its really about testing the limits of what you can and can't do and witness the consequences. Once that's achieved, meh.

Yeah, I think this is on the right track.

On this line of thought I can more or less see why spore "failed" (it could have been better). A good sandbox has a very fundamental set of rules that can never be compromised. It's hard to express this, but let's take minecraft as an example. There are blocks, you destroy them and you make them, with other things to keep you distracted and provide some challenge. It's simple but provides infinite possibilities. If there were, say, only specific places where you could dig and the caves were prefabs combined together to give some variation, it would definitely lose value as a sandbox.

Considering what Spore tried to achieve, following the evolution of a species from bacteria to macroscopic size that dominates the galaxy with their intelligence, it is very complicated to keep all that under one set of rules. In the end, the game is a sequence of minigames, some of them were fun and some weren't, and they felt disconnected.

#4959776 Alternative minecraft

Posted by on 16 July 2012 - 04:04 PM

So you're good at it

Not really, I used code available on the internet, just adapted to run in unity. Too bad I didn't keep any record of that! But a youtube search for 'unity marching cubes' shows that a lot of people pulled this off, you can check those out :)

I do have some videos of a more recent project of mine using Unity. It's also a very uncommon functionality, so it may serve as an illustration to its flexibility. It's a navigation system for large crowds, that works by calculating 2d vector fields over the walkable area. These are old versions, it looks less crappy now.

It's not as flexible as making your own engine, but I still recommend getting familiar with Unity.. if you have projects that won't be compromised by its limitations, it can be a real time saver.

#4959709 Alternative minecraft

Posted by on 16 July 2012 - 01:54 PM

Have you tried Unity? It's very flexible, easy and works in many platforms, including browser and mobile.

#4959386 Zombie game wave difficulty progression

Posted by on 15 July 2012 - 05:57 PM

Tough question. If you know where to look, I'm sure there's a million articles, with theory and formulas, but in the end it all comes down to extensive testing. My suggestion is to pick a curve, say, an exponential plus a sine:

Difficulty(t) = a * exp( b * t + c ) + d * sin( e * t )

Where t is time and a, b, c, d and e are constants to be defined. Find the best values for a, b, c, d and e by play testing the hell out of it. And if necessary, don't be afraid to override the equation at certain parts of the game, if it's not working very well there.

If you're curious, I came up with that curve because similar shapes come up when I google search for "difficulty curve games". They all look like some exponential with local peaks and valleys, so I made this thing up. I've plotted it with a few values here at fooplot.com, click here.

How to translate that into something usable in your game is up to you, as it depends on what you're doing. Sounds like you're going for a tower defense thing (the term "wave" gave it away). Besides the number of enemies in each wave, it can be tricky to translate difficulty into something more solid, because enemies can be 'different' and the difficulty associated with each class would depend on the way the player is preparing (or not preparing), so good luck with that! :)

#4958974 Alternative minecraft

Posted by on 13 July 2012 - 07:44 PM

Check Minecraft's inspiration: Infiniminer. Might help seed new ideas.

#4956757 Realistic strategy game?

Posted by on 07 July 2012 - 04:37 PM

At the first glance the best approach for a designer is to follow the route where the majority is

And at a second glance, AAA games are made almost exclusively for these big audiences, so it might not be a good strategy to make a game similar to another game with a few millions of dollars of difference. IMO that's part of the strength of indie developers, to provide what the industry can't, with creative titles for smaller audiences frequently ignored by the big industry.

#4954961 Planetary Scale Levels

Posted by on 02 July 2012 - 10:55 AM

Hey there, here are a few 'games' that you should know if you're into this stuff Posted Image

Orbiter - Realistic orbit dynamics in our own solar system. The challenge here is to learn how to navigate, it's unbelievably rewarding!

Noctis - Old exploration game, it might be difficult getting it to work on newer machines (try Dosbox). It generates procedurally a whole galaxy, allowing you to go anywhere and even go for a walk on the surface (sounds like what you want to make!)

Kerbal Space Program - Still in Beta. So far it plays like a more casual orbiter, but in a fantasy system (so far it only has the main planet "kearth" "Kerbin", a star and two natural satellites). It also allows you to build your own rockets.

So, yes, it is possible to have things in this scale. It's obviously more complex than simply using one metric system and huge float numbers, you'll need to break the space into sectors at the very least. Here's a nice article on the subject:

A Real-Time Procedural Universe, Part One: Generating Planetary Bodies

The author of this article works on a similar project, but I don't think it's still in development. Link.

I also am very interested in building a simulator like this! But what kills my motivation a little is that right now we don't have the technology to really build worlds that are interesting procedurally. Noctis is basically different frequencies for the perlin noise terrain and different colors. And this pattern shows after a short time. And I'm not even considering life.