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Norman Barrows

Member Since 04 Apr 2012
Offline Last Active Jun 22 2016 05:38 AM

Posts I've Made

In Topic: Particle System Tools to Share

16 June 2016 - 04:02 PM

you might consider simply rolling your own. all they are is basically a list of particles with update and render methods. update will have some movement behavior coded into it based on the particle type, and render is just drawing yet another game object. things like star fields will have re-spawn at the edge of the field when they pass outside the field as part of update. things like smoke emitters will have a timestamp or age for each particle saying when it should be removed. age can also be used to control scale and translucency and such. if the formulas for a particular update behavior - such as rectilinear kinematics for flying debris from explosions - are unfamiliar to you, simply post here on Gamedev and someone can probably point you in the right direction. note that if you decide to write your own particle update methods, you will be using some math and physics. if this does not appeal to you, farm it out and use a 3rd party library.

In Topic: creating good quests for games

16 June 2016 - 08:28 AM

>>  But I've seen epic described in terms of scope.


i haven't looked it up in a dictionary yet. but i'm coming to the conclusion that epic = BIG.

In Topic: optional perma-death mode?

16 June 2016 - 08:15 AM

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


yes, implementation is not very hard. and it does add more gameplay modes, and expand the title's appeal. i wonder why more folks haven't thought of it yet.


guess i'd better put it on the todo list for caveman!

In Topic: optional perma-death mode?

16 June 2016 - 08:12 AM

>> Turning on and off permadeath during play is a pretty crazy idea, crazy enough that it might just work.  I think it'd need an incentive to it, though


how about:


you can choose perma-death mode at new game start. you can toggle it on/off at any time during that game. when its off, you don't earn any experience from combat. no risk? no reward!

In Topic: are vidgames disrespectful of player's time vs tabletop RPG's?

16 June 2016 - 08:07 AM

so, is there a way to make a RPG that can provide shortcuts for those that want to use them, without ruining immersion for those who don't?  that seems to be the real question. 


perhaps some sort of confirmation?


"warning! use of this feature is considered cheating. do you wish to continue?"


i was thinking about doing that in caveman, but then i decided they'd probably know they were cheating.