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Member Since 03 Nov 2009
Offline Last Active Jun 13 2015 10:04 PM

Posts I've Made

In Topic: Basic wind simulation in a large building

05 June 2015 - 06:09 AM

Thanks for the options. Norman's style of approach might be a good first order approximation - pleasant results but wouldn't take the building into account (if I understand it correctly). The approaches suggested by Ashaman and Oolala are similar for me. I can't do a full offline calculation because we're using procedural level generation (sorry I didn't mention!). But we can construct a graph in terms of rooms and corridors, so a certain level of precalculation on a graph level may be possible.


Any other options would also be welcome!

In Topic: Brainstorming Systemic Narrative Design

25 May 2015 - 09:58 PM

I'm interested as well, I'm not doing procedural story per se, but I want variation in the notes that I scatter around my game. So changes like which NPCs are killed in which order, what they're killed by, etc, but without disrupting the flow of the story. Ensuring that any required NPCs survive, time inequalities between certain events are maintained, etc.


The current approach I'm looking into would almost be a grammar, but with large pre-written chunks, conditions, and variables set when you enter certain nodes. Possibly pulling out certain pre-requisite stuff like the characters into a header to avoid emergent logical inconsistencies based upon which nodes are triggered in which order.

In Topic: Air/wind mechanic

13 April 2015 - 08:32 PM

I'd also suggest if you're using animated particles with your particle effect varying the speed the animation is played at, either randomly or as a function of smoothed particle speed.

In Topic: Eve online elements in a medieval setting

13 April 2015 - 04:13 PM

I totally agree with Servant. Mountains and oceans and rivers are natural chokepoints. And you don't need a strict chokepoint always, just one way which is significantly easier so people tend to use it. Let people travel downriver in boats quickly.


Also if it's more fantasy than medieval, keep magic in mind. Portals between the capitals of ancient forgotten cities would be both useful and add some mystery/adventure. Tell people they exist but not where. Have lore books that suggest how the ancients laid out their cities. Someone may find a portal and keep it secret, undercut the market by travelling faster than everybody else. People may realise and tail them. Cue murder, espionage, secrets spilled, regular trade routes, bandits, etc.

In Topic: Ideas about re-designing a game

13 April 2015 - 01:44 PM

I'm curious, is data on dead characters still available, or is it gone? Any sort of content referencing those dead characters would be a great way to re-engage lost players. Create some event, email/whatever them to draw them back in. Bonus points if you could include the in-game picture of their dead character in the email.