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Olof Hedman

Member Since 24 Aug 2011
Offline Last Active Today, 11:36 AM

Posts I've Made

In Topic: optional perma-death mode?

18 June 2016 - 03:50 AM

If it is an optional mode, and not what the entire game is centered around (like a rougelike), I don't think re-balance is necessarily needed, or even wanted.

 

It's a player choice to have death being permanent, to add a bit higher stakes on everything you do.

I think most players will use it when they are already familiar with the game and replaying it, to add an extra challenge.

 

If the game then suddenly becomes faster, it takes away from the challenge of enabling perma-death, and might even be confusing.

 

In a survival game, you'd likely want the same survival challenge regardless of if you enable perma-death or not.


In Topic: Space filling curves for 'concentric' flood filling?

16 June 2016 - 06:28 AM

You might want to look into n-ary Gray codes  https://en.wikipedia.org/wiki/Gray_code#Special_types_of_Gray_codes

 

They define a hamiltonian path, which is what you are looking for

 

(3 bit binary gray code is a hamiltonian path of a cube, but if you want to fill further, you need 3 digits with higher values)


In Topic: optional perma-death mode?

16 June 2016 - 03:54 AM

Having an option to create a new game with "perma death" enabled would be quite easy to implement, it fits very well with fpsrpg:s of almost any kind, (specially survival-type) and there is definitely a target audience that would enjoy it, while there is little chance players that don't like it would enable it "by mistake" and not enjoy your game because of it.

 

So I think the question should be "why not implement it?" :)

 

(I also think having at as an option that could be turned off mid-game defeats the whole idea of perma-death, so I doubt players who like perma-death would enjoy it, and players who don't like perma-death wouldn't enjoy it either)


In Topic: SDL+Qt for a devoloping a game engine

14 June 2016 - 02:09 AM

I don"t intend to mix them in the same window. I thought of letting Qt handle the interface of the engine which ,depending on the modifciations done by the user, will generate an SDL code which will be compiled and executed externally (not in the same window as the engine). I hope it's clear

 

 

Not clear at all unfortunately..

When you say "the interface of the engine", do you maybe mean an editor, like Unity and Unreal Engine has?

If you do, I think that is the source of the confusion. I think most here assumed you meant the game's UI would be Qt based.

 

The editor is just an editor. It might use the engine to show a preview of the content, but it isn't the interface of the engine.

It's a tool to build games that are using the engine.

 

Technically, the interface of the engine would be the programming API.

 

And the user interface (of the game) might be part of the engine, or use the engine, but the engine could also not bother about UI at all, and you build the UI using separate tools.


In Topic: What graphics algorithms is being used here?

13 June 2016 - 06:42 AM

This looks like an actual cartoon. 

 

Sometimes things are exactly what they look like :)

 

Love that 30s style animation, specially those 1s cycles. No-one ever was standing still, gave a very fluid feel to it.

Pretty smart style too, lots of movement for a minimum of drawn frames.


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