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Member Since 26 Apr 2009
Offline Last Active Dec 13 2014 07:58 AM

#5148198 Entity Interpolation

Posted by rpiller on 19 April 2014 - 12:29 PM

Nobody will just read and debug your code for you.


Really? I've done that for people before. Not that I haven't been working on it either, but it's small enough code and I think a fairly common task in multiplayer code I was sort of hoping someone saw something strange.

#5148162 Entity Interpolation

Posted by rpiller on 19 April 2014 - 10:33 AM

Ton of views but no responses. Am I doing something wrong with the way I posted this or do people just not care :)

#5144544 html5 mmo idea

Posted by rpiller on 05 April 2014 - 06:02 AM

Do you like The Walking Dead? Do you like SurvivorMan on the History channel? For me it's less about the emotional aspect and more about the execution of how you would go about surviving. I love thinking about if I have what it takes to survive in harsh/competitive situations.



- This game would actually have no combat. It's more about surviving and building an empire (business wise) later in the stages. Everyone starts with nothing. Literally eating berries and trying to find water and shelter (caveman like). It then allows a person to create businesses that help aid the entire community in advancing to a more stable society. No combat needed here. Make love not war :)


- The 2D top/down style is just an easy medium for me to try and get the point of the game across. In theory it could be transferred to any view style. Clothes, body language, facial expressions don't really play into the game. It's not story driven  by me, but by the players, just as real life is story driven by it's people. The things people do make the "story" sort to speak.


I would love to get player driven governments in the game as well, but that can get complicated.



For now you can think of it as a survival game that takes you from caveman times to the modern world where the progression of that is slow and unfolds as people play. Like the ideal situation would be  advancing technology in the game over actual years. Exposing new ways for players to harvest new raw materials over time, and exposing blueprints to make things from that over time too. Could maybe have world goals that need to be met before unlocking things. Like the world needs to have so many simple sawmills before the next tier sawmill can be created or something like that.

#5144391 html5 mmo idea

Posted by rpiller on 04 April 2014 - 11:35 AM

This is just me rambling about an idea to see if anyone wants to ramble back.


I'm looking to get ideas and thoughts flowing. I have a general idea of what I want to do (I'm more technical than I am designer so I can do the technical aspect but needs help with ideas and thoughts around aspects of the game).


First off it's not an RPG. There are no levels, xp, or mana. No spells. Nothing like that.


  • The idea is a large streaming top/down 2D world.
  • You can purchase land (buy tiles on the map).
  • You play 1 character that starts randomly in the world with basically nothing.
  • The world is populated with raw resources (trees for wood, deer, bear, flowers, etc)
  • The idea is basically to gather resources from the land and to build things with those in order to aid in building more advanced things which ultimately is to keep your stats (body temp, thirst, hunger, spirit, social) at an acceptable level. It's basically life in a 2D world.
  • The social stat would encourage people (but not require it) to form villages, towns, cities.
  • Players can make businesses that provide services that other players can purchase.


So thinking about this leads to many many resources and items to craft and what are the blueprints for all these items, etc. The system itself to code wouldn't be all that hard, but designing all of the things the game can use/make could get complicated.


Because there are so many possibilities of resources and items to make it doesn't seem realistic to do that all at once, so I thought about making the game evolve with this stuff. Basic resources that can make basic things would be available first. Then slowly but surely other resources and blueprints would be introduced (probably by listening to the players ideas).


So if you were able to put yourself into this mindset and like the game idea what ideas of resources and items do you think would work well to start with?


Some of my thoughts are:



  • wood (from trees)
  • stone (from rocks)
  • wheat
  • corn
  • deer
  • bear
  • pigs
  • cows


  • wood/stone axe (for chopping wood)
  • wood/stone hoe (for farming)
  • fire (for raising body temp)
  • knife (for cutting food)
  • small hut (for shelter)


I really want the ability to buy land to be a big point of the game. You can only make buildings on land you own and making buildings is an efficient way to get currency since you can charge people to use your building. For example you could make a simple lumbermill. This would allow players to use your lumbermill to turn their lumber into usable wood for building things. A person could do this by hand but it would be time consuming so using a lumbermill is more efficient but costs money.


Now that money is brought up the question is where does it come from and how do you get it? I would have to have some NPC's in the game that you could sell stuff too for money. I feel like I would perhaps need to adjust the price they give to be lower than the average amount that real players are giving. This would encourage people to interact instead of just using the NPC. This would be a way to inject currency into the game, but would only be used as a last resort by people probably since the amount they give a lot lower.Maybe they also have a limit on what and how much they buy? Something to keep the economy in check and slow inflation.


Like I said this is me rambling about ideas for this game that I think are interesting but complex and I don't have the details or ideas 100% thought out and just thought I'd lay them out here for others to contribute their thoughts if they wanted too.


#5144352 How do I judge how much data I can regularly send to players?

Posted by rpiller on 04 April 2014 - 08:25 AM

I would assume it's about sending the least amount without sacrificing the gameplay. How much you send should be fairly easily tweaked in whatever you setup. This way you can test what works best.

#5144145 How to make a Game Engine For Super Beginners?

Posted by rpiller on 03 April 2014 - 11:05 AM

The question is:


Do you want to make games?




Do you want to make a game engine?




Also, "Game Engine" is a fairly abstract term. Technically any code you have that runs a game is a game engine. It may not be very flexible but it's still the games' engine. Then you have very generic code that helps you make your game defined as a "Game Engine". Most people probably look at Unity3D and say it's a game engine. However it's purpose wasn't to run any specific "game" (not including demos which are there to show you have the engine works), but it's still considered a game engine by most. I would say a more true def of a game engine would be something like UDK, CryEngine, & Source. These are engines that were built for specific games. The reason they exist is because the company wanted to make a specific game. Engines like Unity don't exist because they wanted to make a game. They want to aid you in making games (which they do well).


So you can see there are 2 approaches. Make a game and refine it over time until it becomes generic enough to be considered a game engine. Or, make a generic game engine and then make a game with it. When just starting out I'd go with making a game first by using higher level libraries for gfx, sound, physics, etc as this will help you see what the issues are when making a game and you'll have to figure out how to solve them. Then you can refactor it so that it's more generic.

#5143708 Making a living as an independent game creator

Posted by rpiller on 01 April 2014 - 08:47 AM

I feel like there are 3 methods with this (not much experience here but from reading and observing this is what I see).


1) Play the numbers game. Pump out a new game every month or 2 and see what sticks. Whatever game gets more attention and money you spend your efforts on that game and forget the other games. This must be hard to do not because you have to make so many games but because we generally get into making games because we want to make our 1 mega cool game idea and this style turns this into a grind (but honestly which job doesn't become a grind? at least it's a grind in making video games right :) ).


2) Make your bigger "cool" game that takes a year or more and hope that people like it.


3) Mix both 1 & 2. Work on your bigger "cool" game while still pumping out smaller not as "cool" games every 3-4 months where you only pay attention to the ones that make money to aid in helping you survive. This sounds like the best option but now you are managing 2 projects which isn't easy.



From my perspective making video games is not a smart move money wise. You can make so much more &  consistent money using your art/programming skills in other fields. However most of us are hit with the "we want to make our super cool game" bug which pushes us to keep trying :)

#5125992 How to make a competitive stealth game interesting for both players?

Posted by rpiller on 23 January 2014 - 04:38 PM

I wouldn't have it be real-time for the security person. Let players setup these maps and if the guards or cameras see the infiltrator then he's caught and he loses, but the creator doesn't need to be playing at the same time. Just let people upload their configurations and other players can test their skills out against that security configuration for that map any time. The thing I like about this is that you can collect stats around a give players security setup and that way people can try out the hardest ones to see if they can get by. Maybe if you lose you have to wait 30 mins to try again or something. Then you can award the people with the best security setup or something like that.


For people who solve the setup, the creator can replay the mission in the eyes of the infiltrator to see what they did (or a god's view also). It would be fun to watch someone get passed your system I think.

#5121655 Animation state machines

Posted by rpiller on 06 January 2014 - 10:25 AM

My walking animations are recorded from the end of my idle animations. So as it's only 20 or so frames, why not include the animation from idle to walking. tp me it looks more natural and as neonic mentioned, it's more realistic because of weight shifting.


I would think the walk animation has the weight shifted forward some itself and so blending between idle and walking would show that weight shifting. That's how it works for me when I blend anyway. If you blended you could possibly remove the transition states and push the new state on an active states list, and run both the old state (while blending out) and the new state (while blending in and keep it running until you switch). Once the old state is fully blended out it then gets removed from the list. It would just be a modified state machine specific to animation since it would need to run 2 states at a time while transitioning. Just a possible solution.


I just mention this because I purchase my models and most don't have animation transitions like you talk about because I think programmatically blending is very common and generally accepted. That's my experience anyway.

#5121545 Asking for advice to start Game Development

Posted by rpiller on 05 January 2014 - 09:13 PM

If you use UDK or Unity you'll still be programming. Just because it's an engine doesn't mean you won't be programming. Both of those still require heavy programming to make anything worth while.


I would ask, do you want to learn 3D or do you want to make games? Because with today's engines you don't have to learn all the details of what goes into doing 3D. You can just jump in and learn what's required. I use an engine called Leadwerks which is C++ but I don't do any 3D math at all. It's entity based which is the way I'd go with any engine as it's much easier to work with. Jumping into OpenGL or DX more means you want to learn the low level details of a 3D game, which is fine if that's your main goal. Some people just want to make games and you can do that without knowing all the low level details of what goes into the math of 3D programming.

#5120568 I'm little confused about game programming..

Posted by rpiller on 01 January 2014 - 03:44 PM

I remember my first "game" was in Basic. It was a little hockey type game. It was so horrible and slow but it gave me the knowledge of game loops and other ideas involved in games. Don't worry about performance right now. Use Java's built-in gfx functionality first. I would say make pong first as it'll help you understand the basic functionality of some core game concepts.


I'm a big advocate of a mentorship. A good number of people will just say read all you can, which is always good, but there is something about finding a mentor that helps you learn some of the tricks quickly and efficiently. Something that might take you months to learn or come across (or fully understand) when you just read can take a lot less time if you have a mentor.

#5120475 Propaganda mechanic

Posted by rpiller on 01 January 2014 - 07:31 AM

Tropico did this fairly well I think. You can take over the radio station, run tv ads, etc. They all just say how amazing you are.

#5120349 Being Relevant in a MMO

Posted by rpiller on 31 December 2013 - 12:40 PM

It would be kind of nice to be able to mark players in your group as "I would like to play with them again". So when a group is trying to be formed it can use this as weighing who matches up with who. It wouldn't directly show anyone else who you marked as wanting to play with more, but over time it'll really start narrowing down the people you enjoy playing with and the people you get in your group each time you queue if both decide they would like to play with the other. Combine this with personality traits you enjoy and I think MMO's will become a much better social experience than it is today. These match up players better than pure luck of the draw. It might even make some players act better/nicer. 

#5120310 Being Relevant in a MMO

Posted by rpiller on 31 December 2013 - 08:19 AM

It's just that playing with complete strangers all the time sucks.



I made a lot of online friends while playing WoW. The thing is, they all started as strangers. It takes time to get to know someone online and you miss a lot of the type of people that you actually want to get to know. Eventually this wears you out and you just start loving solo more. I don't think anyone can argue that accomplishing things with "friends" is more exciting than doing it solo in an MMO. I think MMO's should start focusing MORE on the social side. How do you do this? Well it might sound funny but they need to take a page from the online dating pages. They need to be smarter at teaming you up with people that you'd actually want to team with. Leaving it up to chance just doesn't work all that well and I think that's why we see the trend of soloing in MMO's. 


So I think the future of MMO's need to give you a starting area that basically is filling out an online "friend" profile based on the decisions you make. Take the online dating profile questions (a subset anyway smile.png ), and hide them in the choices you make at the start of the game. Then based on how you played the starting area (filled out your questionnaire), the game will find the best matches for you when you want to group up.


Honestly, this seems so obvious to me now, but back when I played WoW I never thought of this before. I mean why wouldn't you do this? This gives players the best chance to have fun with "friends" in an MMO. Yes, there are technical issues with this, but they can (and I'd almost say NEED) to be resolved in order to make the best group experience for the players in a genre that is supposed to be built around group experiences.


I just gave someone a billion dollar idea. I'll take 5% :)

#5120026 Class inheritance?

Posted by rpiller on 30 December 2013 - 07:57 AM

Another option could be to just use the enemy class and assign every enemy a type when it is constructed, then work with lots of switch statements in the class based on the enemy type.



People seem to be overlooking this statement. Why do you need the switches? Is it because each enemy will behave differently? If so, then this will be where either inheritance or composition will take place. Inheritance is easy to think about in this example and since you are using C# can be just as dynamic if you make a plug-in system for each enemy and dynamically create enemies by class name. If you go the composition route you could store an AI interface class object inside Enemy and then have different AI objects that implement that interface. Each different AI class would be the functionality that you want. To use Left 4 Dead as an example you would have iAI interface with function like Update(). Then you would make classes that implement this interface like: ZombieAI, HunterAI, BoomerAI, SmokerAI, Tank, etc.


If you find yourself doing a bunch of switches then there is most likely a better way. Switch statements aren't very dynamic. You don't want to have to remember to update switch statements when you think of a new enemy type.

interface iAI
    void Update();
class ZombieAI : iAI
    void Update()
        // zombies behave differently than other enemies so they get their own class

class TankAI : iAI
    void Update()
        // tanks behave differently than other enemies so they get their own class
class Enemy
    private iAI ai;
    private Image img;
    // inject the ai into the enemy class so that it can be more than 1 type
    public Enemey(iAI a, Image i) { ai = a; img = i; }
    public Update() { ai.Update(); }
// read from a text file or db to get the type of enemy you want to make. I would then dynamically create an instance based on string name using reflection
List<Enemy> enemies = new List<Enemy>();
// this enemy now acts like a zombie
enemies.Add(new Enemy(new ZombieAI(), new Image(filename));
// this enemy now acts like a zombie
enemies.Add(new Enemy(new TankAI(), new Image(filename));

Here is a decent example that compares the 2 approaches: http://www.javaworld.com/article/2076814/core-java/inheritance-versus-composition--which-one-should-you-choose-.html