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Member Since 04 Feb 2012
Offline Last Active May 04 2016 01:50 PM

Posts I've Made

In Topic: trying to think up a new way to level up

31 December 2015 - 02:19 PM

Just an idea for martial arts oriented RPG game system I settled with: mixed leveling-skills approach.

Simply put- skills have some basis number but when are not used they are fading below the basis- but recovering to the basis is rather faster than achieving the basis. Also when skill is grinded it can go over the basis for a while. Of course top notch skill fades faster then average.Leveling is mentioned as maturity thing- experience big loss, betrayal, sacrifice, crippling etc. It apparently when applied (by percentage) increases the number of repetitions written in for the chosen skill or technique. Also I can imagine some diversity of skill or technique applied can be implemented.


So it gives characters core skills but they can still come up with some different strategy for a significant duel.


Over that each technique is consisting of the same components (with different mixture) which based on how they are placed in the execution coordinates and part of body that is used makes them relevant to other skills or techniques. For example drawing circles in the air with your feet can make your puch better since it is a stability chalenging exercise (technique).

In Topic: Currency in post-apoc / zombie world?

15 September 2015 - 01:34 PM

I think it can be fun to have no official currency and having to find out what each NPC values without  saying too much about yourself (which can call an ambush).


If universal currency is prefered then I would say some long lasting food (beans, dried lizards etc.) and gasoline which represents mobility, heat source or can be a weapon... 

In Topic: Basic wind simulation in a large building

05 June 2015 - 12:42 PM

I think this is a cook booky article that may give you the answer:


In Topic: Making heat interesting as a player resource

30 May 2015 - 01:59 AM

The resource you are looking for is heat capacity. It is  specific heat capacity * mass of the part. And its unit is J/Kelvin.

In fact this is super simplified, in reality the heat source is connected through multiple thermal interfaces to other components.

Fenomena that it makes can be found under "system's thermal time constant".


In this case heat exchanger (leading coolant into radiator or another big block of heat capacity) would be as close as possible to the heat source.


In fact high energy weapons could not be cooled through radiator without heat capacity that is temporarily capturing the heat and provides time to dissipate the power.

Reason is you are limited with bulk size of a radiator. Surface area for radiation heat transfer can be extended by fins but it is limited (density of fins) because then each fins gets a lesser view factor into free space- it sees only another fin.


Another thing thing you might be interested is phase change materials. Imagine it as as wax. When it melts it has already absorbed heat (latent heat) but yet remains practically isothermal - temperature has not raise. Latent heats are huge compared to specific capacities. Such heat reservoir can be also asset for a ship...


BTW: funny to see my daily job topic here

In Topic: Ideas about re-designing a game

26 April 2015 - 01:06 AM

Just a quick idea, maybe something like Aegis of Immortal was in DOTA could help. Here it could be achieved for experience. There would be everlasting quest for stone of recovery to be activeted. After activation player would not raising experience but "fuelling" the stone. It would work also as an experience sink. And what is the difference against current state where the death is the sink? Feel of control, you have the stone you can risk and vice versa you can choose to risk more and grow faster. But maybe it would not fit into the setting and other problems I cannot predict now.