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Dir3kt

Member Since 16 Feb 2010
Offline Last Active Jul 01 2013 05:52 AM

#5061468 A tile system... for a sphere?

Posted by Dir3kt on 13 May 2013 - 03:09 AM

Beside using some ico sphere, there is another way to do it. It might work or not depending on the kind of game you are implementing.

 

Have your classic 2D tilemap with squares. Make it wrappable. That's it if you got to the end left you will come back to the right, etc.. Like Asteroid but make the camera move instead of the player. Navigating through such a space already give a 'sphere impression' because if you keep going in a direction at some point you will come back to your initial position. It's not 100% accurate though because if you go in diagonal the path would be longer than if you go in a straight direction.

 

Then the trick is to use a spherical vertex shader to make the 2D plane looks like a sphere. The idea is to rotate each point in function of their distance from the center of the screen. There is not much about it on the web but it's not difficult to implement if you know a bit of GLSL.

 

The nice thing is that all the logic is very simple because it's still 2D however it gives to the player the illusion that he is playing on a sphere. Here is a proof of concept (a project that I sadly abandoned) :

http://www.zappedcow.com/sphere/




#4964738 Google Ai Challenge inspired game|competition

Posted by Dir3kt on 31 July 2012 - 12:45 AM

Hey good idea you have there!


Do you know scratch (http://scratch.mit.edu/) ? It's a kind of "visually represented programming language". It could give you some ideas..

What do you think is better: making a game that supports common languages (Python, Java, etc.) OR invent some interesting way to implement coding without... actual coding?


Both! Have a visual tool that people can use to generate code. People can also directly write this code, or use the editor and tweak the generated code. This way you support all kind of users and all use cases :)


#4963548 2D tile-based space shooter ideas

Posted by Dir3kt on 27 July 2012 - 01:27 AM

-What is the goal of the game? Say "Kill X enemies in Y minutes" is boring.

If you wander through the enemy station which is a maze-like structure why not say the player has to find and destroy the power source of the station? Best way to shut down the whole station and protect the earth Posted Image Thoses power sources can be protected by various enemies and mecanisms so they are like mini-bosses.

-What structures do you have to destroy with your missiles?

From my understanding you want to have weapon A for enemies/turrets and weapon B for structure. Imho this is a bad design because it doesn't give a real choice to the player. I would go with the classic A is the bread and butter, B is the limited nuke that can save your ass.

About destroying structures (tiles) I did worked on a similar concept, didn't wen't further that the prototype stage through. In this game there was no enemies but only small blocks (tiles) with different properties (breakable, unbreakable, turrets, etc..). The player had to destroy the blocks to find his way in a maze-like structure. Some turrets were surrounded by unbreakable blocks so the player don't have the choice to dodge the projectiles. On the opposite some were surrounded by breakable blocks so the player could destroy the blocks to finally destroy the shooter.

-Are Items/Powerups a good idea?

Yes they are Posted Image

I would start with powerups only. Items can be later implemented later if you want to add an 'RPG layer' to the game.


#4960359 Inventory Screens...

Posted by Dir3kt on 18 July 2012 - 01:24 AM

If you can have more than one inventory tab then the tab buttons would go there. Do not forget to put the close button in the top right corner.

Aside from that you can have a sort button and a label to indicate the number of free slots (used/total). I'm sure not sure those would be good on top. Maybe used/total label is better on bottom and sort button + search box together on top?


#4958711 Embarking on the big one.

Posted by Dir3kt on 13 July 2012 - 03:05 AM

I know this probably comes up here a lot, but what IS the best way for a person with little technical skill to get into a design position on a game?


Create a board game or a card game.


#4955938 How to create a balanced card game?

Posted by Dir3kt on 05 July 2012 - 06:09 AM

Duels of the Planeswalker uses pre-defined decks and is quite successful (saw it high in the Steam charts a few times). However it's more like a gateway game to teach Magic to the non initiated players.

Back to balancing. Start simple, design the core cards using a simple formula ala sunandshadow. Play alone against yourself or with few friends to get an overall feeling. Then add metrics to the game so you know which cards lead to a win, which cards don't, which cards aren't played, etc... AI vs AI could be a solution to gather such statistics however I think real players in closed alpha/beta is much better.

One last thing, more like a random though :) I believe the future of online CCGs lies in social game hybrids (what Shadowera misses btw). Recently plenty of CCGs have been released on Kongregate and most of them use such model. The most successful being Tyrant, my personnal favorite being Kingdoms CCG. I recommend you to go check the "CCG" tag on Kongregate it can give you a good overall idea of the market and the competition ;)


#4930509 Spell Systems with Depth

Posted by Dir3kt on 12 April 2012 - 02:12 AM

This topic has been brought to the forum many times (try to search for 'spell system' or 'magic system'). However your idea of gathering/storing/transforming energy is pretty neat!

My concern is about how the spell is cast, is this done on the fly? What I meant by 'on the fly' is taking Fireball 1 as example, the player is required to perform 4 action (a, b, c, d) to cast the spell? This could quickly become overwhelming unless you find a very smart input system (drawing system is bad imho).

Another way would be to have an editor screen where you can edit/test/tweak the spell. The created spell can then be linked to a button that the player can press to launch the spell. This would reduce complexity and prevent from the 'oops I killed myself' effect. I don't think this is what you are looking for but just throwing the idea.


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