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Member Since 02 Apr 2012
Offline Last Active Oct 12 2014 09:04 PM

Topics I've Started

A few interesting system designs I've been throwing around...

13 September 2012 - 09:29 PM

Alright, well, I've had a few systems that could spice a game up to some extent. I'd like to hear some feedback and discussion on the matter. Let's get started, shall we?

Persistent & Dynamic Economy

Okay, now the title pretty much says it all, however, let's go in to more detail! Basically, you have NPCs, now, what if, wait for it, they ACTUALLY DID SOMETHING.... Yes! NPCs functioning as something else other than the wonderful conversation (heh..)! Enough of the jokes...

Gatherer NPC finds seeds, sells the seeds to the Farmer NPC, Farmer NPC plants and harvests them then sells them to Vendor NPC. Vendor NPC then sells to players or OTHER NPCs.

This idea is more geared towards a multiplayer environment, so as the player's actions can actually affect the economy. (Steal crops from the farmer, the farmer can't sell the crops, the farmer can't buy seeds from the gatherer, the farmer can't plant anymore seeds, and finally, the farmer can't sell the crops to the vendor for the vendor to sell, and so on...)

Unified Massive Multiplayer Experience

This means that everyone is working towards the same MAIN goal, and are affected by changes in the world that one player causes. For example, I was just recently thinking of how awesome it would be to develop a Diablo fan-game. In this rendition, it would be a multiplayer 3D third-person hack-and-slash game with a dark gothic feel. Well, it would follow the story of Diablo II, but everyone would be involved, new and veteran players; however, this would be different from most MMOGs, as in the bosses are the only bosses and will not respawn magically from the pits of hell... The only thing to respawn would be your common enemies and the occasional unique mob, etc.. In effect, you would really be fighting to save Sanctuary from the three Prime Evils, which would be EXTREMELY difficult. By difficult, I mean several dozen level 99 characters still trying to struggle against their immense power. I mean, it would only make sense that the three Lords of Hell might be a little epic? Anyway, this is just an example (unless someone wants to help me develop it XD jk)

Wow, it seems my well has run dry all of the sudden... Well, I'll post more later if it comes to me! Please comment!

Beginning Game Development Path - Need Opinions

02 April 2012 - 02:46 PM

Alright, I'm new at programming C++, and I was looking for a way to develop a game in a series of incrementally more complex stages as to further my ability to develop a game as well as progress as a programmer in C++. I have an idea as to how I am going to do this, but I would like the community to give me their opinions after reviewing my plan...

1. Text-Based RPG
a. Accepting simplified user input. "Which way do you wish to travel? N, S, E, W? "
b. Accepting advanced user input. "travel north", "attack goblin with sword"
c. Save states. (I'm assuming this would entail writing and reading from a file to retrieve the states, which is my intention)
d. AI. "You hit goblin with sword. Goblin blocks your attack; Goblin flees." vs. "You hit goblin with sword. Goblin dies."
e. Audio.
2. Text-Based ->> 2D RPG
a. Simple graphics display.
c. Sprite display and movement.
b. Collision detection.
3. 2D RPG ->> 3D
... I'm going to stop here for now.

I just want to be able slowly progress from the complete bottom to the top.

If anyone has any ideas on how to do this more effectively, or any tips, tricks, things to avoid, etc. for a beginner, please post them.

Thanks, and looking forward to all the comments!

EDIT: A few questions as well...

I'm wanting to make this really organized, easy-to-read, easy-to-alter code.

I want a main loop that pretty much initializes the game and manages its state, but doesn't interact with the user. I want all interaction to be done on a more intimate level. I know how I could do this is in Java, but what about C++?

... and a few programming inquiries -
How would I store area data in an easy and accessible way such as the game knows where you are and based on your location can send you to the appropriate area depending on the direction you choose to take? I was thinking something like a grid coordinate system. But then I'm not sure how I could reference the areas' coordinates...