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Member Since 01 Nov 2011
Offline Last Active Oct 11 2016 06:05 PM

#5185152 Designing a good feel ARPG melee combat system

Posted by on 05 October 2014 - 12:06 PM

Before you read this, you should try out what I have currently. Download the full game (made with Blender Game Engine) here, then open levels/level2.blend in Blender and press P over the 3D view (actual release will be a lot simpler).


I've been working on the melee combat system. It's a real time ARPG-style system like Skyrim (obviously with drastically less polish). Most of the code is done, but I cannot seem to get the feel right. By game feel, I'm talking things like Game Feel and this talk (fantastic, by the way). There is very little material available that talks about good feel for combat systems like this. If only a Skyrim dev would let some of their feel secrets be known!


Currently, the combat feels very floaty. The knockback was something I've thought about a lot, but knockback in combat systems varies quite a bit. It's currently a little too exaggerated.


It would help me out a lot if you would try out my game and tell me what you think. I've considered adding screen shake, a slight 10ms pause when you hit the enemy or get hit, improving enemy animations by having drawbacks (don't know what to call those - what I mean is things like raising the sword before slashing/hints that a hit is going to come soon), and sound (actually adds a lot to feel).


If I can get the combat system feeling solid, I think the game will be drastically more engaging and fun. Like the Halo devs say, get ~30 seconds of fun and repeat that over and over again in slightly different ways.

#5175123 Amusing glitch gallery

Posted by on 20 August 2014 - 03:55 PM

I just stumbled upon this bug yesterday while I was working on making enemies face you to attack you:

Twitch Video

It gets worse at 3:15

#5131481 Blender for making Games?

Posted by on 14 February 2014 - 11:41 PM



I've been getting into Blender a lot lately, trying to learn a little bit about every part of the program. Once you start looking for how to actually use it, you find that Blender is like an iceburg - there's even more underneath. It's incredible how much you can do with that program. I've heard the built-in video editor rivals editors completely dedicated to video editing!


Also, I've used the Blender Game Engine successfully on five One Game a Month Games (the other games were either board games or written in C++): Stack, Vision, Hint: Shoot, Gravity, and The Curse. Although it's essential that you know Python to make most things, the logic bricks are nice for doing anything simple very quickly (if you don't have to write a script, then don't write a script). It is really nice to have a smooth workflow like the BGE because everything is integrated. I'm used to pure C++ & compiler, so this was a very refreshing feeling!


Although the engine might not seem like much, once you use it you'll find it's very powerful & intuitive. At the very least you can use it to make very rapid 3D prototypes.


I've also been entertained by the thought of using it for a high-school level course on computer science, game development, 3D modelling, and animation. Everything is integrated & you can get results fast enough that it seems more like play and less like work, which would help students stay motivated.

#5089518 Amusing glitch gallery

Posted by on 27 August 2013 - 09:03 AM

I'm a little late, but here's my first 2D animation program:



This is the intended result:




If you look at the time (7:44 AM on glitch, 7:40 AM on working), I actually glitched it up after I was finished with it (must've been the pink background, holding everything together like a bro)

#5083685 Which version is better?

Posted by on 06 August 2013 - 04:33 PM

The one with fixed positions is confusing because I expect to move in games like this.


On the one with player ship movement, shooting is noticeably harder, but that is expected in a game like this. One thing that really confused me was one my ship would start sparking and I couldn't do anything. I never really knew why it would do that. Some of the gauges in the HUD are kind of confusing and not immediately apparent (like most HUD elements are). I do like the the shooting bar filling up thing, it looks like water is pouring in, which is cool.


In both, I couldn't really notice the shooting recharge bar because you can't really look at the corner while you are avoiding everything. Maybe putting it next to ship or something would help? Also, that one pinkish planet almost looks like you should shoot it/avoid it, even though it's just a background element. Maybe if you changed the art style or something for the background so you can easily discern which is which it would be better.


The game is looking good, nice job!

#5083676 Best 2DLevel Format for Collisions

Posted by on 06 August 2013 - 04:11 PM

AABB collision detection is very popular. Pixel-perfect detection is also quite popular but is typically drastically slower than AABB detection.


With 2, you can use a quadtree or similar structures to avoid the O(n2) comparison of every object against each other.


1 may end up holding you back when you want to have different art/colors, but I can see some advantages (such as easy pixel-perfect destructible terrain like Worms)


It mostly depends on the game(s) you are planning to make; you probably shouldn't decide on one catch-all method.

#5083673 I want to learn 3D fundamentals for using 3D engines

Posted by on 06 August 2013 - 04:05 PM

Knowing how modern game engines are built will help you to understand how they are used as well. Game Coding Complete and Game Engine Architecture are really good for this, even if you just study the basics and get an idea of the common interfaces.


Other than that, just start using any engines that catch your attention and you will get a feel of how to use all of them. Those books will help you understand why the engine used the paradigms it did though.

#5080729 Discovering What Games I Want to Make

Posted by on 26 July 2013 - 07:12 AM

Simulation or strategy games sound like a good fit.


The care there is to keep an overall balance in the game, which I think the best way to do this is to have very few limitations. Having anything be more powerful than another will make certain styles of play better than others. You should aim to get that the skill of the player and preparation by said player (and a little luck) yo be a deciding factor for success versus failure. If coding AI, it's my thought that emergent behavior comes from adding small actions to individual AI objects without designing with the other in mind.

Those are probably the two genres (especially strategy) that I'm interested in the least smile.png, but I see where you're coming from with those suggestions.


I understand balance, and I don't really think that's what will make design more enjoyable smile.png

#5080327 Discovering What Games I Want to Make

Posted by on 24 July 2013 - 10:56 PM

I'm participating in One Game a Month and have been learning a lot about game development because of it. Ever since October of last year I've finished seven games, five of which I see in a positive light and one that won first in a game design competition.


The problem that I'm facing (and have faced on all of my games) is that I'm never very motivated by the design. I'm designing games that I think will please the crowd and will fit in my ruthless schedule, not games that I will personally enjoy.


How do I begin designing & developing games for me, not for others (or do I always have to keep others' opinions in mind)? How do I find the game I want to develop?

#5077749 Ray picking and postprocessing

Posted by on 14 July 2013 - 07:50 PM

Ray tracing


It's basically impossible to do this from the pixel level*, so ray tracing will be needed.


*I doubt if anyone actually does this, but you could have a frame that has each object render with a unique color ID (they must be unshaded, of course), which you could then use to identify the object. 

#5076601 Beginning C++

Posted by on 10 July 2013 - 07:16 AM

Practice! No amount of reading can make up for the time it takes just coding in that language before you master it. Make sure to check out other people's code to see how they are using the language, but most of all, just code!


You'll also find there are other things you have to learn besides just the language, such as makefiles/project building, code organization, etc.

#5070658 About gameinstitute

Posted by on 17 June 2013 - 08:13 PM

Graphics Programming was the only course I took.

I purchased the Graphics Programming with DX9 course a few years back. It's definitely great quality, and when you say the forum is "dead', know that those few people are the people that wrote the actual book and the code (I talked to Adam Hoult directly about my questions on the forums).


You need to be motivated though, that course is not easy. I ended up taking the mid term and getting ~74%. I haven't taken the final yet because I migrated to Linux shortly after the midterm, which makes DX pretty much useless when compared to OpenGL.


The video presentations aren't really anything new, just a repeat of the book. The book explains thoroughly and well.


The website/courses look like they've been updated since I was participating, so I'm not sure what the changes have done.


The price is better, I got one course at $212, so the $99 for all of them is a good deal.


If you're not interested (really interested) in graphics programming, you probably shouldn't get the course (note that I can't speak for the animation, AI etc. courses).


If you are a fairly comfortable C++ programmer, I'd recommend you get Game Coding Complete as it teaches good principles and the structure for a well made game engine. Other than that, code tons of games, read tons of articles about coding those games better, and try new techniques out. Read everything you can get about game development, whether they are articles (hint: GameDev.net smile.png ), blogs, paper books (try places like Goodwill/DI for cheap computer textbooks, I have 10+ that have saved me hundreds), or even digital books (there's a 300+ game dev book collection circling around, and if you're OK with piracy, then get it). Your goal is to improve, so always be thinking of ways to learn more and improve your skills.


Experience is definitely the most important thing you can get, and the only price of it is time. Finish your projects, make new projects frequently (#1GAM has been great for me), and make sure you learn something from every project/push yourself. Experience will help you judge the scale of projects you can take on, but in the beginning, keep it small!


Goodness, I kind of lost control there. Oh well, hope that helps!

#5034330 How I Design Games

Posted by on 19 February 2013 - 05:15 PM

I think you worship ideas a bit too much. For example, I don't write down nor archive ideas at all, the premise is if I manage to forget about an idea it means it was not good enough.

This might be a detrimental thing because you might get more inspiration about the idea a few weeks later that greatly enhance it.


It's also good to see the general direction your ideas go (I have a mod-able trend currently) so you know what you desire out of all of the ideas. I've written down several ideas for games where the player starts with a blank slate and the community creates what they want with the game engine. This shows that I really want to play a game that is that open and expandable. Games like Minecraft and Half Life 2 are similar to this but the entry level for modding such games is much higher, whereas my idea would have modding practically in-game and intended.


Finding the game you truly desire to play is an oft-recommended formula for a good game, so watching how your repository of ideas changes over time could be a good way to find that game.

#5033991 How I Design Games

Posted by on 18 February 2013 - 08:29 PM

Great article!


I personally write down every single idea I get in a notebook, then wait a few days and think about it until I get serious about actually making the game. If the idea passes the original incubation period, I evaluate the idea's feasibility on the technical side of things. If I believe I have the skills to capture the idea in code, I make a prototype (optimally, in 1-2 days). At this point you truly figure out whether or not the idea is actually worth developing further.


Remember that the development of the game is what truly shapes it as it is very rare that your game will be exactly like the original idea (and if it is, you might actually be resisting beneficial revisions). Its extremely common to have the very same idea as many others, but almost impossible to have the same finished project at the end of the day.

#5023718 Is it wise to look up games similar to your idea?

Posted by on 20 January 2013 - 07:47 PM

Thanks for all the replies!


Anri, on your experiment with Jaws: This is similar to what Mr. Schell says in The Art of Game Design: when looking for an original game idea, don't look to games, but look to your own experiences and other forms of media.


I suppose it comes to what wheels you really need to reinvent, like LorenzoGatti was saying about the very fine points of graphics for side scrolling shooters. After all, a large amount of FPS games take what the competition/previous games did and improve on one point of it. 


SinisterPride & StarbaseCitdatel: I think I've had a similar experience when I thought of a game that ended up very similar to Skyrim & the other Elder Scrolls games. After finally playing Morrowind and Oblivion, my idea shares quite a few similarities but the general feel of the game would be drastically different.  


If it is difficult to find a game similar to your idea, should you jump on that idea? (example: three years ago you wouldn't find many voxel sandbox games)