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creatures-of-gaia.com

Member Since 04 Jun 2011
Offline Last Active Apr 06 2014 07:25 AM

#5138880 Controlling difficulty in a randomly generated game.

Posted by creatures-of-gaia.com on 14 March 2014 - 02:31 AM

Thanks for giving it a shot. Could you answer these questions?

 

Was it boring because it was too easy or hard?

 

Do you like games in this genre? If so, could you tell me their names?

 

Hi again,

 

It's hard to explain. ...I think most players, me included, are rather lazy and have high expectations. I think it is also better to state the raw truth than beautify if. I think the first thing that disturbed me is all the reading ...like most of the players, I skipped it. I think it'd be much better if you introduced additional stuff in small doses as the level progress.

As for the gameplay, I found it a bit dull. That the ship can only move left or right is the first constraint, but ok, I can live with that. But at first, I'd expect the ship to fire better and have more diversity in aliens ...they all came down in the same fashion.

As for the second question, it reminds me of the old days, where I enjoyed games like tyriant and raptor. Actually, I also made a shoot them up prototype a while ago:

http://sss-demo.site11.com/

It's a shmup where everything is randomized: the terrain, the ennemy ships, the weapons you can buy... But after the demo, I dropped it due to a lack of interest, its reception was rather cold and not very promising.

 

Cheers




#5138363 Controlling difficulty in a randomly generated game.

Posted by creatures-of-gaia.com on 12 March 2014 - 04:15 AM

Downloaded it, tried it, but quit after less than a minute. Sorry to say that, but I found it boring.




#5134970 Creating open world map

Posted by creatures-of-gaia.com on 27 February 2014 - 02:29 AM

btw, just my 2 cents, but designing/filling these huge areas and making them interesting is already a monstruous task. Exploring them would also already deliver days of gameplay. So before wanting something "bigger", perhaps you should start with it. ;) I'm sure the player wouldn't mind a map loading after running several hours accross the map. ;)




#5134368 Creating open world map

Posted by creatures-of-gaia.com on 25 February 2014 - 02:31 AM

...well, I was curious, so I googled a bit (btw, what the OP should have done!)

 

Here are some excerpt from forum posts I found:

 

CryEngine

 

The practical maximum map size for a Cryengine 3 game is 4096m x 4096m - technically you can make terrains bigger than that but you'll start experiencing memory issues at larger sizes. There is a way to work around this limitation by building the actual terrain of the map from externally modeled meshes instead of the built-in terrain tools (a user called cwright has managed to build a working flight sim game spanning hundreds of kilometers across) but you'll start to experience precision problems such as player camera vibration, fog flickering etc at large distances from the map origin.

 

UDK

 

At 1uu == 1cm the physical limits of actor movement, collision and physics are 27 square kilometers. The physics of a map max out at 524,288 uu, beyond that only PHYS_None will work. Additionally you can encounter visual artifacts due to float imprecision as you approach that boundary.

 

 

...it's likely both engine have their limits about open worlds. Such maps are already huge. If you need to grow bigger, perhaps there are some workarounds, perhaps not.




#5134144 Creating open world map

Posted by creatures-of-gaia.com on 24 February 2014 - 11:03 AM

Interesting, I thought it was the opposite. I thought that UDK was better for very large worlds and crytek better for "normal" worlds because the engine looses precision when the player is very far away from the origin. I may be wrong though, I read it quite some time ago and it should be verified. That said, I think crytek engine has tools to build island terrain and such.




#5134137 An Ever Changing/Learing AI

Posted by creatures-of-gaia.com on 24 February 2014 - 10:42 AM

Your question is very broad and very vague. Actually, you ask two questions.

 

1) Is there a way  to make an AI system that learns from your actions?

 

To the first one, the answer is obviously "yes". Let's figure out a hangman game: the AI could figure out what letters you tend to pick frequently and choose words that have few of these letters, just to annoy you. In other words, it learns from you.

 

This is of course a pretty simple example but still a very valid one. It is actually the simplest model, making counts/statistics about the player's behavior and then applying a counter-action accordingly.

 

Then, there are all kind of more advanced models, machine learning techniques, neural networks, etc.

 

2) Is there a way to make a program that writes it own code according to your actions as a player?

 

Actually, there is no need to write code to adapt to a player's actions. Most of the time, everything in the game boils down to a set of choices and numbers. You can represent the player's location, it's direction, speed, playing cards, whatever, using numbers. So basically, it's just some data crunching which will throw out a number to tell what the AI opponent should do.

 

Rewriting code at runtime is rarely used, and surely unnecessary for most AI tasks. However, there are some programming languages which can rewrite their own code at run-time, most notably Scheme/Lisp. Others too, even javascript could do it to some extend with "eval", however, it is considered "very" bad practice to do that. Scheme/Lisp on the other hand have very powerful mechanisms to manipulate their own code. I believe in the seventies or eighties there was also research about AI manipulating their own code, but as far as I know, nothing very fancy came out of it.




#5134126 Best ways to obtain an animated 3D model(s) for indie developer

Posted by creatures-of-gaia.com on 24 February 2014 - 10:13 AM

I second jbadams:

 

7.  Purchase suitable "stock" assets

 

Since you do it in unity, you can obviously take advantage of the unity asset store:

https://www.assetstore.unity3d.com/

Can't you find something suitable there? It'd save you lots of time and money.

 

Otherwise, there are many sites out there selling further 3D models, from big protals to small one man web stores. I'd first check them out to see if you find what you need, or something close enough.




#5125297 Is HTML5 a legit language for developing game?

Posted by creatures-of-gaia.com on 21 January 2014 - 04:37 AM

Let my share my small experience here.

 

Here is the game I made in HTML5:

www.creatures-of-gaia.com/play.php

 

Write once, run debug everywhere!

 

I think that, despite HTML5 intentions are ideal (write once, run everywhere), it is in practice very differently from theory.

The problem is the sheer number of devices * browser. First, you have to make your game look nice on a variety of resolutions, aspect ratios and device performance, which is a challenge in itself. Making your game run well on a small low-end device and look good on a big screen ideally requires different sets of graphics (low-res, hi-res, etc.).

 

However, the real problem lies in the fact that the technology is not mature nor homogenous. On some browsers, you'll have to play ogg files, on others mp3 ...and detect and load the appropriates files accordingly. Same goes for all other APIs, some browsers support it, some don't, and some do with a twist. Even simple things like "window.orientation" to detect portrait or landscape work completely differently on the various devices ...if it works at all.

 

Things go even deeper, as mobile browsers are not even stable. For instance, on my Android device, the game runs fine in the default browser, but chrome and FF crash (reason unknown). For iphones, the game mysteriously stopped to load at some point. No error, nothing, it just stopped. It took me a long time to discover it's because of a built-in limitation in safari mobile that images can only be 5 Mega-pixels big. In the end, it requires a lot of testing, a "per device / per browser" attitude to fix things one after another, if possible at all.

 

The tools and Ecosystem ...we're at the very beginning

 

...oh well, I think I don't have to go into details for that one. The web is a boiling place and there are a lot of initiatives emerging everywhere, but it's still very young.

 

You are not native

 

The great thing about HTML5 is that it can run almost everywhere. However, you still have the drawbacks that you don't have native performance (big gap), don't have the same look and feel, and limited phone features support.

 

My preferences

 

Despite all my bashing, for casual games I think HTML5 is a nice pick and I would probably continue using it. I think the thing I like the most is that you can simply put it on the web and people can play it by the click of a link ...the only problem is that nobody does. For my games, I used HaXe and createJS. It was a good choice and I can highly recommend them. For game makers, I heard a lot of good things about construct2.




#5108239 has anyone here released a game that got no attention and make you depressed...

Posted by creatures-of-gaia.com on 10 November 2013 - 03:12 AM

I worked a lot too to make games, but so far, I failed miserably.

 

Here is a demo of my latest one:

http://creatures-of-gaia.com/demo

 

...but I really have some self confidence troubles. After all, it's not the first game I made and so far I only lost money with them.

I actually even quitted my job to try to make a living with games, but so far it has been 8 month without income and a career break.

It'll be the last game I make, I'm already planning to stop and look for a normal job, starting from scratch, not in games anymore. I have to pay my bills!

 

It hasn't really been a wonderful experience, more the opposite. There is simply no room for "average" games. If you don't reach top ratings, nobody will even look at it after a few days. Like somebody previously pointed out, with hundreds of new games per day on the apple store, your game has to be great and to be lucky enough to get noticed. It's much more likely that what you spent a year working hard on will be forgotten forever in ocean of "average" games nobody cares about. That's the hard reality of making games.  It's an extremely competitive and ungrateful business. Or at least, that's how I experience it. Somehow, people seem to only see the top-100 successful games, without noticing the huge ocean of unsuccessful games behind. I don't know of any field with such high competition and so many studios closing and emerging.




#5080175 Where do you acquire sounds (music, fx, etc..) for your projects?

Posted by creatures-of-gaia.com on 24 July 2013 - 11:44 AM

I found them cool:

http://luckylionstudios.com/royalty-free-video-game-music-library/

...very affordable, nice quality.




#4978681 Text RPG - feedback wanted!

Posted by creatures-of-gaia.com on 10 September 2012 - 02:09 PM

Hello,

I've made a small game here:
http://be-the-hero.net

It's kind of a wiki-like text adventure, where anyone can edit/expand the story.

I would be very interested to know how you would like to see it evolve.
Is there a feature where you would say "damn, this would be so cool!" ?

Thanks!
Arnaud

PS: if someone feels inspired to help, you are welcome! Drop me a note ;)


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