• Create Account

# lithos

Member Since 20 Apr 2009
Offline Last Active May 03 2015 09:19 PM

### In Topic: Eve online elements in a medieval setting

03 May 2015 - 09:21 PM

Add a new high score ranking based on accessing nodes.     Maybe tie in some non-combat related bonuses it like being a requirement to start some quests, getting better NPC results if you've activated nodes related to them in some way, maybe provide a title to people who maintain high scores for X hours of game play, and a title to the people who have achieved the highest number of nodes(max not current) in a period of time.

You travel to a totem/holy spot/site/node/whatever.   Activate it   Then are given hints to where the next closest one is.

Every time you die your "nodes" activated score goes back to 0.

### 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.

PARTNERS