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PhilObyte

Member Since 26 Jul 2012
Offline Last Active Yesterday, 01:00 PM

#5135066 Democratic Chess

Posted by PhilObyte on 27 February 2014 - 10:04 AM

Hello Community,

some of you may have seen "Twitch plays Pokemon".

On the site there is a stream of an emulator that runs an old pokemon game. With the chat, you can press the keys of the virtual gameboy which leads to pure chaos, with sometimes 100,000 players.

 

This gave me the idea for an experiment: what would happen if two large groups would play chess against each other? Just one board and one game. Every team member can vote for the next turn. When a timer reaches zero, the turn with most of the votes is executed. When both teams are large, they would be exactly equally strong (in theory).

 

What do you think about it?

Phil




#5050676 Best way to implement new Items/Entities

Posted by PhilObyte on 06 April 2013 - 03:31 PM

Hello Forum,

I've started developing a medium-sized XNA game some days ago and now that I have outlined the basic structure I was wondering which is the best way to implement new Items in my game.

 

The overall structure is clear:

Characters (such as Players and Enemies) have Inventories which is basically a 2d-Array of the abstract class Item.

 

Item has four virtual functions: Load, Unload, Update, Draw.

 

There are three derivated abstract classes from Item: Weapon, Armor and Potion.

Now every derivate of these classes overrides the virtual functions of Item to implement new features.

In my game-loop Update() is called for every loaded Item in the inventory.

 

What do you think of this solution? Of course it has much to do with personal preferences, but I want to know how others would do this.

I know interfaces or abstract functions also do the job.

 

Another question would be how Entities are stored in the game's main class. Is there one big array BasicEntity[] entities or are there many, many small ones like

Tile[,] tiles;

List<Character> characters;

Pool<Particle> particles;

Pool<Shot> shots;

...

 

Thank you very much, Phil.




#4990879 Missile Command extended

Posted by PhilObyte on 16 October 2012 - 03:17 PM

Okay here's the structure I hope I forgot nothing:

Different core-mechanics regarding realtime/turn-based:
  • Round-based building, after that the towers fire simultaneously depending what angle/velocity you chose.
    Defending towers start automatically to intercept incoming missiles.
  • Hybrid-mode: you fire in fire-phase in realtime rather than give commands in build-phase. Defending turrets are still automatically fireing. Maybe with something that prevents the player from attacking too soon.
  • Full realtime-mode: no different phases, you can shoot as soon as you are able to do so. May be less tactical because of the lack of different towers etc. because I am not able to fill the game with diversity (I want to compensate this with a great mechanic Posted Image). I worry that every game is the same after you once have a working build-order.
Are there other core-elements that make the game more interesting? Something that demands more dexterity/skill? I worry that it will become boring because it may be too easy to adjust the towers.

Now, after I restructured all these great ideas you got we can think more precisely what are the weaknesses of these concepts.

Ha, I guarantee we're in feature creep right now... I think it's just as important to pare down until you have what you want the core gameplay figured out.
Turn-based vs Real Time definitely fits into that "core" so I would consider the advantages/disadvantages of each before making a decision.


This really hits what I wanted to say. I want to have the game as big as it's possible (this is why I asked for example for special-power ideas, they are easy to implement), but I don't want the game to have a boring gameplay with logical trouble (how do I make every new game unique?) but 100 different ammo, tower, etc. -types.
I want to pare down the diversity. Not because I'm lazy, but because the core-mechanic is much more important.

Thanks, Phil


#4990536 Missile Command extended

Posted by PhilObyte on 15 October 2012 - 03:40 PM

Thanks for all this great ideas!

Am I correct in assuming that this game will be tile based terrain with 3D assets occupying the tiles?


Yes you're right except that I'm doing everything in 2D because I'm not good enough in 3D for now and I don't think it's necessary in this game.

Either that or you could have smaller, PC controlled bases that can be destroyed in order to gain enough money to build up your own base and maybe make your missiles fly far enough to connect with the enemy base.


This would be awesome but unforunately this would require radial gravity in my engine. For now I just take the two-base concept (one on the upper field-edge and one at the bottom) because this works with axis-aligned gravity. I want the game to be a combination of tactics (where do I place what towers?) and skill itself (controlling manual towers like setting angle and initial missile-velocity, like in Cannon Hill or Worms)

You have limited slots in your base, that you can use for offensive structures (long range missiles), defensive structures (anti-missile guns), and resource generators (factories). The real gameplay is in balancing the three aspects, so you have enough resources coming in to generate attack big enough to get through the enemy defenses, but have room left in your base for long-range missile silos to carry out those attacks, all while keeping everything from being blown up by the other guy with your anti-missile defenses. On top of that essence, you can add tech trees or special units to whatever depth you want.


Limiting space is a good idea I have not thought about yet - Maybe I can add a feature where you can extend your base with additional slots/tiles.
Factories that produce for example ammo are much better than just buying everything. Thanks for this great idea!

What special powers can you buy again after you used it? I thought of something like sending a troop of ships (controllable by the player with arrow-keys or controlled by AI?).

Tech trees are cool and make the game more complex, but this comes later ;-)

Edit: Grammar, Question "how is the player involved in the game" removed because Prinz Eugen already described it Posted Image

Philipp


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