Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Nusakan

Member Since 03 May 2011
Offline Last Active Private

Posts I've Made

In Topic: Are educational (serious) games better for iOS or PC?

09 May 2014 - 06:01 AM

I work in a friendly restaurant as a part time barman to keep me going while im developing games. I have been working in this restaurant before i started the uni. thats about 7 years. (i know its sad T.T). But here is my observation from that 7 years. Hardly ever I seen a kid or a teenager coming with a laptop to a restaurant. Not even before the boom of touch devices. For the last 4 years though, I seen kids with their tablets and phones all the time.  I am pretty sure you can experience this. Go to a friendly restaurant on a sunday afternoon  and observe. I am confident you will come to the exact same conclusion.

 

any touch devices seems to me more user friendly and portable compare to a laptop. Which I believe is the reason why its so popular between kids and teens when they out of the house. Then again I am not sure entirely what they do in the house. that is something we can not observe to find out. Also Im sure computers are still major parts of student life in schools around the world.

 

Going for both computer and mobile device would seem advicable at first. until considering who you will be competing with.

if your going for a PC for an educational game, I think its hard to find a platform where you can exploit the market. Mainly because there are many educational pc games out there that is so easily accessible by anyone. typing "free flash games" in google will produce you a huge list. Can you compete with these providers? after all their money comes from advertising unlike you (presumably) relying on game sales.

 

Secondly, I seen you mentioning Steam. Steam has a system where a game project has to get a green light first before being published on steam. If there aren't any educational games in steam this is quite positively means that educational games didn't get a green light more likely because it s not a popular platform for educational games.

 

There is one place we can target for educational game though.The social game market. Making browser games with  face book support would seem to me the best platform for an educational game. Then again this market is still booming with established companies. in terms of content you will be competing with them. Not to mention,games are free in social market. revenue is made by selling in-game items. Providing such services will come with a cost of running your own server(s) or a purchasing  cloud space(s) somewhere. Which boils down to answering the following question " is my game worth the risk?" 

 

based on these circumstances, I would suggest you to go for mobile devices if you want to start somewhere first. Then based on the success of the game you could decide to move on to the browser games. However if you have a great idea then going for browser game is equally advisable to going mobile.

 

Side note: you can make social games in mobile devices as well since the facebook SDK has massive support for both android and iOS.


In Topic: what if IP of a contractor you hired is not his/her IP?

08 May 2014 - 08:34 PM


What does your lawyer say?

 

This is not a scenario is happening to us right now, however, we are still thinking the worst case. We don't have a lawyer yet. we thought other game devs/designers may have already dealed with such cases. asking here may provide us with some answer before we getting the contractor's contract ready. 


In Topic: Implementing "actions" in an action game

24 May 2013 - 10:31 AM

I think the complexity of the state machine depends on how we implemented it. If we use the old school FSM (with switch statements and if statements under one huge file) we are more likely encounter with the term "spaghettification".  

 

If we implement an FSM that uses the abstract class (I think its called modular FSM) the complexity will be reduced a lot since each set of rules for each state will  run only on their class scopes.  This also gives us the power of adding new states and running parallel states at the same time. An example would be a global state "Attack" and  the inner states of the Attack, like you described on your post. However, we might also end up with duplicated codes no matter how much we hate. 


In Topic: Reloading openGL assets on android

16 March 2013 - 05:16 AM

The problem is that my menu is a different android activity. It is the activity that launches the "play level" activity. Think "angry birds" here. When the user exits to the menu, and then re-enters the "play level" mode, I relaunch the activity and have to load everything again. This is because once the activity is disposed of, all the memory it allocated is also gone.

Well. I still don't see a problem here. waiting couple of seconds before a level loads is perfectly acceptable. even angry bird has that. my 5 second example was in a 3D game environment where models has skeletal animation data, position vertices, normal vertices and text coords as well as vertex weights. The entire scene is made by approximately 20k vertices. I am not sure how complex your scene is but I would suggest you not  to disregard  CBF without trying it.   


In Topic: Reloading openGL assets on android

15 March 2013 - 09:18 PM

But even 5 seconds is plenty of time. After I've got the models in memory loading them over and over seems like a waste of the user's time.

I am sorry if I m missing something but I am not sure what you ment by loading them over and over. your models should be loaded on the memory before you start your game. you shouldn't be loading models again and again during game play. that will surely slow things down. Once you got your models all loaded, you just show what you want to show and ignore the ones you don't need.

 

Also you don't need to load the same models again once you loaded them to the  memory once. As an example , lets say you have a zombie npc model. and if you have 10 of these zombies on your game, you only need to load the zombie once. not 10 times. same things applies to your textures. if you have a textures that is shared by different models, you don't need to load textures for these models again. you simply use the same texture.


PARTNERS