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#4986977 Communicating with Programmers
Posted by jefferytitan
on 04 October 2012 - 07:17 PM
Beyond that, clarity. Some things are very simple, or well understood in the industry. You won't know which things. In that case let them get on with it. If you want something more custom, it gets tricky. Some programmers you'll tell to do something and they'll just start. Sometimes that's a danger sign that they're making lots of assumptions. Or you'll tell a programmer what you want. They'll ask you to explain in more detail. You will. They'll look puzzled and ask for more detail, etc etc. For example, if you say you want a character to act cute:
Artist: Make the character act cute.
Programmer: What do you mean by cute? Big eyes and cute noises?
Artist: No, ACT cute.
Programmer: You have some animations you want me to play?
Artist: Well yes... but no. Like very happy but easily scared.
Programmer: Scared of which things? I can set up a system so you can tag which things it's scared of...
Artist: That's going to take an awfully long time tagging things... any other ideas?
Programmer: Er, scared of enemy characters and fast-moving objects? But we'd need to decide HOW FAST is FAST and if there are any exceptions. Also we'd need to add a sight system so it knows which enemies to be scared of... unless it's psychic? Psychic would be easier, just all enemies onscreen or within radius X. Hmm, but maybe disable this in cut scenes or things could get pretty trippy.
etc etc. Programmers have to (or at least should) consider all use cases, which is why the job can be difficult and pedantic. ;)
#4986969 Ageing people
Posted by jefferytitan
on 04 October 2012 - 06:52 PM
#4986332 Why games should be challenging?
Posted by jefferytitan
on 03 October 2012 - 03:58 AM
Your definition of gamer is fuzzy and exclusionary. You need to keep two things in mind: some gamers are casual due to time limitations (you can't get too hardcore in a 15 minute session), and some casual gamers have little experience with hardcore games so are sufficiently challenged by the controller itself before hitting the complexity of your game itself. I grew up playing games with joystick or cursor keys, then took a few years off gaming, so mastering two thumbsticks, two triggers plus at least 6 other buttons simultaneously was huge.
#4985912 Advice for Graduation Project game
Posted by jefferytitan
on 01 October 2012 - 05:45 PM
Also there have been Quake bot competitions, which could suit your needs on a small level.
#4985886 Voxles, Heightmaps and Perlin Noise
Posted by jefferytitan
on 01 October 2012 - 04:04 PM
http://code.google.com/p/infiniminer/
#4985624 GPU normal vector generation for high precision planetary terrain
Posted by jefferytitan
on 30 September 2012 - 08:48 PM
#4985527 GPU normal vector generation for high precision planetary terrain
Posted by jefferytitan
on 30 September 2012 - 04:58 PM
#4981902 Is XNA dying and MS forcing to C++?
Posted by jefferytitan
on 19 September 2012 - 09:20 PM
#4981513 Scoring points in a cat-and-mouse game
Posted by jefferytitan
on 18 September 2012 - 08:38 PM
#4981493 Where Is The Line Drawn For Too Many Clients?
Posted by jefferytitan
on 18 September 2012 - 06:56 PM
1,800 players on one server! I don't know how on Earth they achieved that, it sounds too good to be true!
Ten years ago, Planetside had 500 players per server in an FPS. Planetside 2 is coming out soon, I hear.
Five years ago, Sony/Zipper had MAG, with 256 players in a game (on a console.)
If your goal is massive player counts, you simply design the gameplay, simulation, and networking to optimize for that goal. This means there are certain kinds of things you can't do in your game, because it would break the player count target.
That's my point, the gameplay etc was NOT designed for massively multiplayer, AFAIK multiplayer was just a mod applied to an existing single player game. So the odds against the existing design being compatible with what the mod achieved seem pretty staggering to me.
Out of interest, what kind of features are you thinking of that rule out a large player count?
#4981212 C# List<T>.Find
Posted by jefferytitan
on 18 September 2012 - 05:34 AM
#4981079 Snowballing and Turtling
Posted by jefferytitan
on 17 September 2012 - 06:49 PM
Alternately, you could allow extra Admirals, but their forces are 100% NPCs. Therefore the fighting efficiency is low, but they still get their go at wearing the hat.
#4980829 Creating noise in a 2D array by swapping values, with special conditions
Posted by jefferytitan
on 17 September 2012 - 04:12 AM
#4980731 Where Is The Line Drawn For Too Many Clients?
Posted by jefferytitan
on 16 September 2012 - 05:32 PM
Just Cause 2 Multiplayer Beta
1,800 players on one server! I don't know how on Earth they achieved that, it sounds too good to be true!
#4980568 Making smart-seeming NPCs
Posted by jefferytitan
on 16 September 2012 - 12:57 AM
I was just pondering on what aspects of a humanoid NPC make them seem smart/dumb. Personally I find that the moment an NPC loses believeability I stop treating them like a character and start treating them like an obstacle, a puzzle or a resource to be mined. It also becomes frustrating because I tend to lose my suspension of disbelief. What aspects do you think make the most difference? I have a few examples below:
- Bad pathfinding
- Lack obvious abilities, e.g. climbing stairs or fighting
- "Forget" that they know you
- Completely predictable
- Repeatedly fall for the same moves
- Bad/no gaze tracking, including talking to where you were when you walk away
- Lack of context, e.g. will talk to you about the weather when in danger
- Keep to script even when it makes no sense, e.g. talking to a dead comrade
JT
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