Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 16 Jan 2010
Offline Last Active Yesterday, 12:30 PM

Topics I've Started

Modifying the Map before Playing a Match

03 February 2016 - 02:46 PM

I keep coming back to an idea for a competitive RTS that features randomly-generated maps for most matches, and where many other details such as opponent faction and your own and opponents' starting locations are not known. Obvious such a scheme would have  problems with balance in cases where a generated map turned out more favorable to one player than another. I've been trying to think about ways to ameliorate this (beyond simply having a really good set of generation algorithms), and want to know if there is a lot of precedent for one such idea (and to hear thoughts).


So imagine that a map is generated and certain amount of detail is revealed to the players; a partial preview. They then have some options for refining this preview: a strategic scouting phase. They might send out scouts to locate gold mines or other resources, or get a better idea of the exact topographical details. Finally, they might even have the option to modify the map itself: "destroying" a resource node hey have reason to think their opponent will be closer to, or otherwise values especially highly.


The idea would be that none of these changes could be completely game-winning. They would be at most little statistical shoves to make a map more favorable to yourself in a way that you can control, or remove an enemy advantage if you spot one.


In a more blunt fashion, this could be accompanied by a "veto" ability so each player can force a map regeneration if they desire. This option would have limited uses.


Known issues:

feasibility of a "veto" power dependent on how fast maps generate

In a hypothetical scenario with two players equally skilled at the "strategic scouting" phase, overall change to inherent map imbalance may be zero.


Anyone know of games where the first part - the ability to gain more info on and modify a map before proper play begins - has been tried? Of course, other thoughts are welcome. Aside from strictly balance issues, does this sound like a possible entertaining addition for RTS players?



Please Help! Need Info/Reading Materials On Mobile Development

28 October 2013 - 12:00 PM

Denizens of GameDev! I somehow ended up with an interview to work as a mobile engineer for a large games company.


Slight issue: I know next to nothing about the specifics of mobile development.


That being said, this job would be a very large and very important step for me, so I'm going to spend every free moment until the interview attempting to become an expert in the subject matter - or at least rise above neophyte.


I've already done various searches and have a pile of material on the subject(s), but I'm looking for more. If you are in a helpful mood, please tell me what you consider the most important areas of study for mobile development (IE networking topics, tools/software used, etc)  and if you happen to know of some particularly good references/information sources on them, throw me a name and a link and I'll hunt them down.


I'm aware it's a large subject, but whatever additional focus you can lend me would be fantastic. Thanks for any help!

Storing Player Changes to Procedurally Generated Worlds

28 August 2013 - 07:55 AM

I love procedurally generated worlds in games. Dwarf Fortress, Terraria, Minecraft, etc etc have all shown that they can be beautiful and evocative playgrounds. I understand the math behind them pretty well (or at least, I understand how to use the various libraries which implement the math) but I'm wondering what the "standard" way to store player changes to the world is.


Take the simplest example: changes to the terrain. In the games mentioned above the players can dig and construct, heavily altering the world from its originally generated form. Are these changes kept track of in a list, saved and loaded each time the game is played? It seems like that might get prohibitively large (especially for worlds in 3D like DF) Is there some other, more elegant solution?

Hex Coordinate Math - Deriving the center of a "Superhex"

17 July 2013 - 02:37 PM

Alright, so I'm building a game that uses hexagons for its maps. For my dark and mysterious reasons the world also needs to be split up into "Supertiles" (or Superhexes as I call them in the thread title) composed of nineteen hexes as shown in the picture below.


Assuming the origin tile of (0,0) is the center of a supertile, I'm trying to figure out a formula to calculate whether or not any other particular tile is the center of a supertile. (If no such exists, I can fall back on recursive algorithms to determine it after awhile using "jump towards origin by supertile-centers and see if you can hit 0,0", but I'd love to be able to calculate it directly).


I have the following tables for determining the centers of any NEIGHBORING supertile based on the coordinates for the center of the CURRENT supertile:


(N1 labeled in picture, go around clockwise for N2-6)

If the X-Coordinate is even:

  • N1: (+3, +3)
  • N2: (-2, +4)
  • N3: (-5, 0)
  • N4: (-3, -4)
  • N5: (+2, -4)
  • N6: (+5, -1)

If The X-Coordinate is odd:

  • N1: (+3,+4)
  • N2: (-2, +4)
  • N3: (-5, +1)
  • N4: (-3, -3)
  • N5: (+2, -4)
  • N6: (+5, 0)

Attached File  hex_arrangement.png   169.79KB   8 downloads


I have not yet found a solution to the problem by internet searches or using my own meager skills with math. If anyone can point me to one or figure it out, I will be eternally thankful. Furthermore if any part of the info above is incorrect or unclear please let me know - my brain hurts a bit, so it wouldn't surprise me.


I'm going to go sit in a corner and look at some pictures of kittens to soothe my brain.

Interesting Post about Planetary Annihilation's Terrain Engine

10 February 2013 - 09:28 AM

Find it Here


I'm terrible when it comes to graphics programming but I have delusions of someday becoming competent at least with the concepts. I learned a lot from this blog post by one of the developers of Planetary Annihilation.


It's edifying to see that they are doing a lot of work to make their eventual product actually match the look and feel of their demo (which was created without any game tech in place, as far as I understand).