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Nofootbird

Member Since 23 Nov 2008
Offline Last Active Nov 13 2012 06:46 AM

Posts I've Made

In Topic: "Lite" hi-framerate hacks of games with simple models

01 February 2011 - 02:14 AM

I was always wondering how to make Dead Space iPad version. Are there a fast way to automatically change them into low-resolution or less-polygon models? Will they re-use the code for game logic? Or they have to re-write the source code? Or they plan to do cross-platform development before programming so they develop two editions?

In Topic: Memory Stomp

01 February 2011 - 02:05 AM

Will your compiler do some optimization to change the form of your loops?

I guess that to some level, compiler will try to re-write the code before turn them into machine code in order to get maximum efficiency.

Anyway, it is an unverified guess.


In Topic: Education & schools (strategy)

30 January 2011 - 12:00 AM

An education institution (an university or whatever) will have area impact on turning people into educated or productive workers. In reality, the destory of such edcation institutions will obstacle young people growing to skilled workers. As a result, the elimination (no matter it is removed by players or destroyed by enemies) of schools will gradually reduce the well-educated population to a limit. We could explain this phenomena by the reason that older people are dying and the young can't get enough education to occupy the available vacations.


In Topic: Sunken Treasure

26 January 2011 - 03:58 AM

Forgive me my poor English in advance!

1. Maybe you can encourage players to explore the under sea by rewarding them experiences. They will receive certain amount of experiences when sending sailors to collect treasures under sea. I don't know whether there is a level system in your game, but if you have such a system, balancing the experiences obtained by exploiting undersea and that get by normal ways is very tricky.

2. Some rare materials must be exploited in some specific spots under sea.

3. What's more, if player's goods will sink under sea, will some players rob others' goods by hitting weak ships. It will leads to imbalance between those novice players and experts in game. Yet in other aspect, it is intriguing to simulate a real pirate world. Maybe a EVE-like game?


In Topic: Looking for Ideas/Input for small prototype project

26 January 2011 - 03:41 AM

I am also a novice in developing games.

I think that copying famous small games is a quick way to learn basics and to gain programming experience. Plus, while trying to accomplish programming goals, you will have several new ideas inspired by those masterpieces or you simply apply a small change, which may turn out a fun element. In my view, it's a efficient way both to learn and to create something my own.


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