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Member Since 20 Apr 2009
Offline Last Active Oct 18 2013 05:57 PM

Posts I've Made

In Topic: Driving the story forward in a free-roaming world

03 October 2013 - 07:25 PM

If the player visits a certain area more often you could consider having your main story characters move there as well.   Essentially designed so the player will notice something unusual about the area(for a story line example you could always think of something like "howl's moving castle").   Or if you really want to get the player to do something the classic RPG "BURN IT DOWN"(the whole town).

In Topic: Moving diagonaly how to calulate from horizontal and vertical speed

03 September 2013 - 11:09 AM

Try plotting X = 20Sin(t) and Y = 20cos(t).   t = time/tick, X,Y are points.    


You'll find yourself drawing a nice little circle, and by being a Circle that means that every point is the same distance from 0,0.   Which you could use as your speed.


The hard part is finding the angle you want the player to move at and how to plug that into the trig equations.   But still basic trig, and even with minimal understanding you can still get it to work(I did in early highschool for a missile command game).  But the end result will allow you to move at any angle and similar.   



if you just want to be able to move at 45 degree angles than the distance the character will move along x and y is just Sin(45 degrees) Or Sin(1/4 * Pi) which will be around .707107 * velocity.    

In Topic: What Were Your First Games, & How Has Your Code Evolved Since ?

02 September 2013 - 03:47 PM

Visual basic.  First semester final project:  shoot bouncing balls.   Second semester final project: winsock/multiplayer tank game.

Java.   First semester final project: Missile Command, ended up making it multithreaded without knowing that I did...   Solved a bug by adding extra explosions outside of the play area and other such magic.   Second semester: IRC chat client

In Topic: Looking for feedback on ecosystem simulator MMO concept.

25 July 2013 - 06:50 PM

I've had a similar idea to this but far more limited in scope.   Essentially players designed and programmed plants and how they would grow.


Though I was planning on taking queues from something like a web empire building game.   Just give the players a giant grid with each box having 50 spaces.   Process everything over an hour and show the new world after the "game tick".   Didn't even have plans for having a "real login" system, just give the players a rapid simulator for testing AND if they release a plant in the wild they get a tracking code.

In Topic: How to put a MMORPG development team together to create a game prototype for...

24 July 2013 - 06:23 PM

You can't really go ImperialConflict in the browser game space anymore(one programmer, working on hobby time and using clip art and commissions for other parts).   Games around that concept generally only ever see 3 to 20 people online at their peak times(unless they're a member of the old guard), before the developers give up.   It's just too competitive of a space now for new users.   


You're going to need to be pretty awesome developer and friends with a couple of other awesome developers to try to compete for users against professionals at their day job.   At least in a genre that is defined by player time investment figures that start at hundreds of hours over a time period of months or years.   Which is why most indy games are short single player.




Lets be honest when it gets to hobby time a lot of people really just aren't all that motivated, especially when you consider that for someone to be skilled enough to be useful probably has the same task as their day job.   This means that you're going to need to be the major driver(IE the programmer, artist, or similar) to keep everyone motivated.  Further more if it comes to hobby time people really don't care about your game till you're at the 90% point(IE: properly functioning, playable, and a little polished) and looking to get the last 90% done.  After this point if you do nothing you'll get a person or two offering to help every couple of months.


Next you've been working on this for half a decade, which means you see this as "your project".   Which puts it pretty much in the doomed category since that's not how hobby time really works(the closest thing would be people in the same hobby showing off their "baby", which you don't have).  


So you've accumulated pieces over half a decade, that's a really really really long time especially after you consider someone can get working games from something like Eclipse (http://www.eclipseorigins.com/community/index.php?/page/index.html/homepage.html) in a few weeks, or artists(IE: people who are trained the opposite way programmers typically are) can make something like dust (http://www.gamasutra.com/view/feature/180520/) after 3 years(with minimal previous programming experience).   Someone design minded will be able to pick up programming a lot easier(thinking through a concept in a step by step process, finding failure points, and putting it in a communicable form(which actually describes how some do art so go figure)).


You also want to lead a team in a space where you have no contacts, those lack of contacts likely means you have never been a part of another team, and if never having been a part of another team means you have no experience.   So logic would dictate you kind of need to first be a part of "someone else's" team so you can learn from their mistakes and successes, which actually goes pretty fast considering how fast most hobby teams fail.  Being a part of someone else's team also means that you're introduced to a lot of people and their friends of similar interest and how useful they all are.   Considering most indy teams fail it's not even poaching.


I would also say your timing is pretty horrible.  If you've had asked a few months ago it'd be pretty easy to point you to someone of every game development discipline looking to add one last project to their portfolio for graduation.


The last thing you need to ask yourself is "would more than one of me even be useful to a team of 3 to 5?", if the answer is no you need to find a way to make it yes.