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Member Since 28 May 2011
Offline Last Active Yesterday, 10:51 PM

Posts I've Made

In Topic: Is Making The Player Read Lots of Text Unusual?

29 April 2016 - 07:33 AM

As far as I know, people like reading novels, so whatever you do, it cant be bad.

If its not conventional, at least your game will be more novel (hue hue).


So it just comes down to what is a better experience, and as you say, the plot would be better if you didnt force a particular way to show it.


(But do keep looking for existing examples for ideas on how to do it well)



Though make sure the gameplay doesnt motivate the player to ignore the text to find some single bit of information, or to skip it entirely. If the players own goals are to "beat the game", theyre not going to read through the story. So design it such that players are primarily interested in the story, or itll just get in the way.

In Topic: Techniques for Free Movement in VR?

25 April 2016 - 03:01 AM

"Budget Cuts" has you teleport through a "portal sphere" (first you get a sphere to look around the location, then you can actually teleport there). Somewhere I read that this transition felt really natural, I assume because you can see where youll end up and can smoothly transfer through the "portal". Instead of everything you see abruptly just changing in an instant.


In hover junkers they said having the platform as a visual anchor point was really important. I assume to the player it feels like the world is moving, instead of the vehicle moving?

In Topic: List.Sort() lag

23 April 2016 - 10:43 AM

Yeah, if the list of objects is "temporally coherent", then you can speed up sorting by using a sorting algorithm that can take advantage of that (one that is faster with partially sorted list).


The data structure you mentioned is called "multimap" I believe, there doesnt seem to be one in C# by default, but Im sure you can find an implementation (or create one yourself). Assuming that is what you actually need.


Then of course you can just try to find a faster sorting algorithm, or use multithreading, if nothing else works.


Probably if you make your vectors smaller in terms of memory, and ensure there is not some weird C# garbage collection slowing you down, that might help.

In Topic: Face Explosion Effects

20 April 2016 - 05:42 AM

One approach I saw, was to take the item texture, then create a second "fragment map" texture where you color all the "pieces" with a different color.


Then the game looks at the fragment map, detects each piece based on color, and slices the item based on that, and sends the pieces flying.


You could provide multiple such maps (possible ways to frament the item), to create variation.



This would give good control regarding how objects break up, without having to touch code.

In Topic: Can anyone recommend cheap games for a classroom?

15 April 2016 - 10:07 AM

It also occurs to me that I would need a plan to move things along smoothly when the students are learning the games. In other words, it takes time to learn the rules and I don't want confusion. I will obviously need to learn the games myself real well so I can tell them how to play without them having to read instructions from the box. Anything else anyone can think of to avoid snags?


You might want to analyze the rules a bit from a game design perspective before playing (why the rule exists, what effect it has on the game, what if it was different, does it suggest good way to play/solve the game etc.). That would both be aligned with your goals, and make students figure out the rules before playing. Of course when playing, the initial analysis of the rules might be found to be incorrect/incomplete (this is where learning can happen).