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Member Since 26 Apr 2009
Offline Last Active Jul 23 2016 07:27 PM

#5302249 Help Deciding On New Language

Posted by on 23 July 2016 - 07:27 PM

Lua is a blast! You can use love2d library they used Lua. Leadwerks engine on steam used Lua as well and it's an easy engine to make 3D games in too. Lua is one of the most embedded scripting languages around and used in a lot of AAA studios for game dev.

#5302248 My First Videogame Failed Conquering The Market

Posted by on 23 July 2016 - 07:22 PM

Honestly, I think the major issue is the bitcoins. I see bitcoins and want nothing to do with it. Change that and just make it fun coins in game or something and see how many players you get.

#5289622 urWorld (playable on Steam)

Posted by on 01 May 2016 - 03:15 PM









We do monthly releases. Download the game launcher and then download our game and check it out! http://store.steampowered.com/app/355500


Banished from your home town, dropped in the middle of the woods left for dead. Use your skill and cunning you attempt to survive the elements; hunt, and keep safe. 

The environment can be your best friend or worst enemy. You must use it's resources to help you survive 

The weather is constantly changing. Protect yourself from the elements. 

Whether it be a creating a tool, or a log cabin. Items you collect can be mixed together to create something new. 

Increase your productivity with tools or make a previously impossible job possible.Once made you will need them to work the land. 

The woods are unforgiving you must make sure you take steps not to freeze, starve or injured. 

Gathering fruit in the forest or hunting a wild boar, you must find food to survive. 

Beware the darkness. Terror lurks in the shadow of night. 


LMB clear area = Walk 

LMB Click on object i.e. foliage = Use 

LMB (Inventory Item) = Drag 

RMB (Hold) = Rotate camera 

RMB (Inventory Item) = Use/Equip

MW = Zoom In/Out 

Open Inventory Window = I 

Open Crafting Window = C 

Settings Popup = O



#5256659 What exactly is API-First?

Posted by on 11 October 2015 - 06:19 AM


Just had a conference today and they talked about micro services. Seems the trend these days is to push a lot of little web api's and then make your products like legos by picking the services you need to complete the project. So literally your app could be made up of 20 different web api's, where each does their very own very specific task. As a developer I like this approach because you can really break the tasks down for your team and keep things very specific and simple to work on. Just better make sure when you change an api you are really careful since it could be used in a hundred different apps.


Microservices is not a new idea.  It's old.  It wasn't feasible back in the day because the amount of effort to maintain hundreds of services.  For each service, you need a physical machine, sysadmins to maintain the machine, developers to maintain the app, and some deployment process for updates.  One service is fine, but when you have hundreds of them, who's going to take care of it all?


Now with virtualization everywhere, Puppet/Chef/Ansible/Salt scripts for server maintenance and deploys, and recently Docker that can simplify deployment dependencies, the microservices idea resurfaced again.  It's not a paradigm shift.  It's like dusting off an old keyboard and you realized how awesome those springy keys were.



Didn't say it was new, just said it's the recent trend. Although if an idea was thought of before but couldn't be implemented then when it finally is implemented it really is new. Otherwise that's like saying if time travel was finally invented you'd go around saying that's nothing new just because we've thought about it before ya know.

#5256600 What makes a City Builder fun?

Posted by on 10 October 2015 - 06:46 PM

I love the Pharaoh game way more than sim city. I like running a personal economy. By personal I mean seeing people actually harvest raw materials, bring them to a building to process, have them moved to market/storage yard and see people consume them. When I can see and control this entire chain and design paths and where to build things (I prefer more rigid building and paths vs looser) I get a lot of satisfaction.


One of my dream games is where this is 100% community driven in a massive online game. I'd also like players to vote on leaders (other players) who have a little more control over certain mechanics of the game (taxes, what/where to build public things, etc).

#5254912 What exactly is API-First?

Posted by on 30 September 2015 - 07:53 PM

Just had a conference today and they talked about micro services. Seems the trend these days is to push a lot of little web api's and then make your products like legos by picking the services you need to complete the project. So literally your app could be made up of 20 different web api's, where each does their very own very specific task. As a developer I like this approach because you can really break the tasks down for your team and keep things very specific and simple to work on. Just better make sure when you change an api you are really careful since it could be used in a hundred different apps.

#5254908 How do you plan your project?

Posted by on 30 September 2015 - 07:46 PM

Trello. Love it! I use agile and make sprint lists, bug lists and backlog list. Move from backlog to sprint # and do those things for the week (or 2 weeks). 

#5219890 How do you motivate yourself for game design?

Posted by on 28 March 2015 - 06:08 PM

This is where ignorance can be bliss. Believe it or not the ignorant person who thinks they can make any game even starting out has it easier as they will just dive in trying to make the next top FPS. Eventually they'll learn the task is more than they can do but they will have learned a ton on the way.

#5207025 Some programmers actually hate OOP languages? WHAT?!

Posted by on 27 January 2015 - 05:53 PM

I find that when making games I love using OOP. Games just have so many objects that could be in the real world and it makes sense to me. When I write business applications I have a hard time using OOP because I find it harder to break concepts into objects that mean something to me. OOP in my mind just works better with actual objects you could touch and see vs concepts. A player, a coin, a bad guy, these are all very much physical things.

#5148198 Entity Interpolation

Posted by 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 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 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 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 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 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.