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Member Since 04 Dec 2011
Offline Last Active Yesterday, 09:08 PM

Posts I've Made

In Topic: RTS - Detecting when a command finishes

31 August 2014 - 10:34 AM

That’s the right idea. Basically the way I deal with this problem in my game is for each unit to keep a list of ids of other units in the flock; whenever two units collide, they offset their destinations so that they’re moving in parallel to areas around the ultimate destination (if they’re moving in the same general direction) and add their own id to the lists in all these connected units so they can keep track of each other. Flocking and keeping a list also means you can eliminate a lot of unnecessary collision detection every update loop, since you know that units that have already been adjusted to move as a group won’t collide with each other again unless some outside unit interferes.


There are a lot of special cases to check for, but having some kind of list of nearby units means you can adjust the acceptable distance to the target depending on how many units are around. If you’ve just got one unit, it has to move exactly to the target, but if there are a lot of units moving to the same place, you can have a larger radius based on the number of units and their individual sizes for defining whether each one is close enough for the move order to be satisfied. (They should still keep moving to their destination at least until they collide with another unit, but once they do, they’ll check if they’re already within the group-defined radius of the destination and then either stop or tell the units blocking the way to move.)

In Topic: Saving Mechanic in RPGs

30 March 2014 - 10:25 PM

I think the save altars are a legitimate way of doing it, as long as they are reasonably common in all areas of the world. Even with the save altars or towns, you can still kind of use a system of save anywhere, just make it so that when you load the file you keep all items and experience you earned up until the time you last saved, but your character would physically respawn at the nearest altar/town (if you can teleport to the altars anyway, this shouldn’t be game changing.) That way the player could still save at any time without really losing character related progress other than maybe the current dungeon being reset, but saving couldn't be used to cheat through multi-stage challenges along the lines of a jumping puzzle, where failing on any one part of the challenge is meant to send the player back to the beginning.


Depending on how your game works, it might also be possible that you could solve the save/load abusing problem simply by allowing players to save only when they’ve been out of combat for a short time, or only once they've cleared the current room/dungeon if that's a concept that makes sense in your game.

In Topic: What do you like in classic RTS? (like dune 2, warcraft etc)

24 March 2014 - 01:59 PM

1. I like the idea of building up a base and an army, but I've always especially liked the tactical side of RTS, whenever you can win a battle even though you have a smaller army, those are the moments you really remember.



2. Anything that gets in the way of the core gameplay and controlling units. A lot of the old RTS had mechanics or interfaces that artificially limited the player For example, in the early C&C games, you were limited to building from only one production building of each type at a time, and in the original Starcraft, you couldn't select more than 12 units at a time. Also, there's bad pathfinding and unit AI in a lot of the early RTS, and that could be pretty annoying.


3. I think it's good to add mechanics that make the game more realistic, in a way that also makes the strategy deeper. Things like realistic projectiles, line of sight, directional armor, and height or terrain bonuses all have the potential to make the game more interesting by adding strategic depth. Anything that promotes flanking, use of terrain, and proper unit formations is probably a good thing.

In Topic: Waypoint system problem XNA

17 March 2014 - 12:06 PM

Looks like you’ve got a divide by 0 error where you’re dividing Direction.X and Direction.Y by Length, check to make sure Length isn’t zero before you calculate and apply the movement vector.

In Topic: DirectX 12 Announced

07 March 2014 - 03:37 AM

I do think that MS THINKS that tying D3D to Windows version will sell more games.  But to be honest I think for the most part it just slows adoption of the newer APIs by devs.  D3D11 is really nice, and can support a huge range of hardware, and his been around a long time, but only recently has it become 'the standard'.  These antics by MS do more harm to them in the long run IMO.

This is my opinion as well, and I think that strategy likely ends up forcing many people away from directx entirely. If directx 12 turns out to be exclusive to windows 8+ then it’ll be useless to me as a developer. I’m still using windows 7 and so is a large portion of the market, so no matter what improvements they add in 12, it’ll be a choice between abandoning a really significant percentage of potential users or sticking with an earlier version of directx or OpenGL. (not a hard choice)