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#5007255 A game design I dreamed with
Posted by eugene2k
on 04 December 2012 - 07:14 PM
#4982318 Torque 3D Now Available on GitHub
Posted by eugene2k
on 21 September 2012 - 04:54 AM
#4958626 lately my creative juices have died! ;((( need some help!
Posted by eugene2k
on 12 July 2012 - 08:27 PM
#4952303 Ender's Game ... Game
Posted by eugene2k
on 24 June 2012 - 06:57 AM
#4950208 Just a quick question regarding designs
Posted by eugene2k
on 18 June 2012 - 05:30 AM
#4944307 Feedback on A Game Idea? - Survival
Posted by eugene2k
on 29 May 2012 - 06:27 AM
#4943344 Why is C++ the industry standard?
Posted by eugene2k
on 25 May 2012 - 02:25 PM
Uhh... no?So does every language in existence.
it has a little thing called "pointer"
#4943343 Why is C++ the industry standard?
Posted by eugene2k
on 25 May 2012 - 02:25 PM
There's always the right tool for the job and the wrong ones. Comparing languages outside of the problem context is plain stupid. For game development the answer is simple: OOP is very fitting for writing game engines since a lot of things in a game engine can be represented as objects and C++ offers the best performance out of all of the OO languages.I've seen a billion C++ vs. X-Language posts and the answer is always, whatever you prefer to code in is the better language.
#4941536 Having Trouble Thinking of a Theme for Your Game? Here are some tips!
Posted by eugene2k
on 19 May 2012 - 04:47 PM
Also, I've made it into a habit to write down my ideas whenever I get them, so maybe that's why I don't have problems finding new ones.
Uhh... yeah... awesome advice. I'm sure it'll open the eyes of many out there.Be unique.
#4934989 Idea's on Realistic/Real Life Role Play.
Posted by eugene2k
on 26 April 2012 - 01:51 AM
My suggestion would be to think through the gameplay mechanics. After that if you still want to proceed with the game - go ahead and do it. Most likely though, you only want such a simulator for the sake of coaching yourself in making the right choices when it comes to finance, so after you figure out the rules of the game your interest in making it will wane.
#4934284 Starting a team as a Game Designer?
Posted by eugene2k
on 23 April 2012 - 06:03 PM
By designing games of course. I'm sure you've heard of design documents.how does a Game Designer prove his worth?
#4932413 The Lost Keys of Alraith
Posted by eugene2k
on 18 April 2012 - 02:55 AM
Well, the story sucks, so the gameplay has to be very good to offset it.There were only a few survivors from the fire, none of which were Zak's family... he leaves the destruction and swears vengeance under his breath, "King Rizya must pay."
But if you want to improve the story, that's good too. Although, you'll have to answer a few questions in Zak's place. For example... Why would a king personally oversee the destruction of some village in his kingdom? And why would a village Zak doesn't remember anything about be so important to Zak that he would swore vengeance on the spot? Oh and why does Zak know it's the king that destroyed the village? His memory is gone, isn't it?
Your story is full of holes like these, and that's the sort of thing that makes it shallow and unimmersive.
#4931496 2 Game Designs I'd like to discuss
Posted by eugene2k
on 15 April 2012 - 12:11 PM
Because by trying to make the game that everyone will like you take away the focus from the unique features it had. I can remember several RTS games with sci-fi and space battles in an instant, however the only sci-fi themed economical simulator that comes to mind is the Master of Orion (or rather the only thing close to an economic simulator that comes to mind is the MoO). As a game designer what you have to focus on is the originality and uniqueness of the gameplay. Doing so will not only make it interesting to design the game, but also will attract more people, because the game's original features aren't as easy to overlook when they aren't obscured by the features every other game in the genre has.In keeping with my original request when I started this topic, can I ask why?
Oh, I assumed from that phrase that you're trying to turn the economical simulator into an RTS, so if I am mistaken feel free to disregard my points.
#4930585 Spell Systems with Depth
Posted by eugene2k
on 12 April 2012 - 09:00 AM
Here's my two cents on this matter:
You can think of spells as pieces of a puzzle, where you need to connect them together in order to produce the desired effect. For that to work, spells themselves need to have properties that can be affected by other spells as well as be able to affect other spells. What this scheme would allow is for example to create a "chained fire+lighting" spell out of a basic fire spell that connects to the chained lighting spell.
Obviously the spells aren't the only ones to have attributes, and spell attributes aren't the only thing other spells should affect, so the player character as well as the target can have certain attributes that are affected by the spells. By the way, the target here doesn't really need to be another character or monster.
#4929894 Gaming Difficulty/AI/Realism
Posted by eugene2k
on 10 April 2012 - 07:21 AM
deadlineswhy can't we make smarter AI that challenges how we think and play
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