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Member Since 16 Feb 2011
Offline Last Active Jul 24 2013 11:01 AM

Topics I've Started

Who are your developer heros?

28 April 2013 - 08:08 PM

Everyone that is in the know has someone they admire, right? Who is your game developer hero(s)?

Reason for TPV + a gameplay mechanic

26 April 2013 - 10:50 AM

FPV feels normal because you are looking through your character's eyes, right? But what about TPV? I know it doesn't have to make sense but why not give it a reason to exist. The reason would be that you can see from that view point because you deployed a Follow-cam Drone(or seer's eye if you prefer fantasy). This drone isn't some artificial construct either. It exists in the game. Other characters can see it or shoot it. If it takes damage the vision through the drone may be impaired but you can always return to FPV. With TPV you can see an enemy around the corner without them seeing you(however some do show the character barely sticking around the corner). But with this, you can both see each other but you aren't at risk of being hit. If the enemy were able to shoot down this small drone you would return back to FPV unless you deploy another.


Anyone know if a game that has done it this way? Did it work very well? Or would you like to see this exist in a FPS game?



Pros: Optional TPV which is well suited for short range combat that needs more situational awareness. At the same time it could be a melee guy's vulnerability. Observe surroundings without being vulnerable. Good for sneaking, granted the "eye" isn't very noticeable unless close up.

Cons: Redeploying drones after being destroyed quickly could be aggravating. Drones colliding with surrounding objects. Difficult to make the drone look animated when in movement and not fixed in the air. Drones could be expensive to replace.

FPSRPG- Artificial hitbox

27 April 2011 - 10:15 PM

So my idea came up while I've been trying to think of a solution to what I see as a problem. And that is bullet physics and player hitbox detection being too expensive as far as sending and receiving network data in large scale multiplayer shooters. I'm assuming its at least one of the issues when you have large fire fights between 60+ players. All Points Bulletin tried to avoid this by having no headshots with only 1 hitbox.
Or am I dreaming and hit collisions aren't that network intensive to do?

(Changing gears, now thinking of an FPSRPG with aiming and some calculated damage from stats)
Anyway, so the idea is pretty simple and that is to instead do a calculation based on the relational player height. So lets say you are on a rooftop above this guy and shoot down on him. You are going to be scoring the maximum critical or bonus damage you can do on him (just as if you were aim and getting a headshot. If the positions were reversed you would be shooting up at him and be doing less than normal damage as well as have the lowest chance to get critical hits. Also you would have a chance to deal a crippling shot and cause him to move slowly. If you are both a roughly the same elevation you have equal chances to do the same randomly calculated (~15% head shot crits)

Does this work or sound good at all? I want to get roughly the same effect of having different locational damage effects (head,body,legs) in a FPSRPG but still be playable like a shooter except on a large scale.

Making gathering more interesting

31 March 2011 - 10:34 PM

You may have seen gathering done in SP games and MMOs by a progress bar followed by a successfully gathered item(s) to be looted. Some games have improved this by making them into minigames.
For this idea, the game's theme would be a scifi post-apoc world which would be somewhat like Fallout3 but more futuristic.

Using a skill called Salvaging you interact with a "Junkpile" object in the game world.
A window pops up with randomly thrown in images(shards of glass, scrap metal, pipes, power infuser, etc). Some are whole parts, some are in pieces. In a similar fashion to a flash puzzle game you may have played online, you sift through the images and pieces together parts that fit. Dragging them near to a fitting side would cause it to snap in place(like in flash puzzles). The result would be a usable resource or component part for crafting. Some parts would be unidentifiable if your Salvaging skill is too low and you wouldn't know what the are so you can't combine or loot them.
In this window there would also be two panes on either side; one "Keep" and the other "Trash". Of the combined useable parts you may drag and drop them into the "Keep" lootable area. And if you find unidentified scrap or pieces that don't fit you can drag them into the "Trash" space to free up more room to work in the main workspace.

While its not really a minigame like you may think (maybe metagame would be a better term) its supposed to make the gathering process more interesting and interactive than a mere progress bar. I want to give the feel of the Salvage skill that you are scrounging through junk in search of useable goods.

Any suggestion on how to improve it? Is this really going to be fun? Does gathering remain to be tedious even with this?

edit: it would be likely that you would use some sort of bonding agent when combining pieces.

2 associates vs a BA

17 February 2011 - 01:02 AM

Hi everyone. I've often read that you must get a BA degree relating to helping get you into the industry and wanted to know something. What if you instead get an associates in game development and an another associates degree in computer science or information technology at a community college? would that be much count? Or do I really need a BA to have a good chance of a job?