Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 08 Aug 2012
Offline Last Active Feb 26 2015 05:25 PM

Topics I've Started

Game modes?

17 October 2013 - 06:48 PM

I'm looking for a list of game modes, but first, what is actually a game mode?




Remembering the classics, the game mode refers to the number of players and the difficulty. Nowadays what else could be considered a game mode:


  • Multiplayer
  • Team
  • Equipment/vehicle
  • Level/map
  • Spawn point
  • Tutorial mode

Any ideas?

A better character creation system?

09 October 2013 - 08:13 AM

I'm looking for ideas to create a better character customization system. Here is my current list of features:
NEW: Name generator - Free to choose or automatically generated based on different algorithms.
Gender agnostic - There won't be a gender selector, just a menu of species, and the user is free to modify the character to look as preferred.
EDIT: Gender is required due to language (incognito/male/female), but the shape of the character is free to define. 
NEW: Attributes - Define the perks of the character.
NEW: Free viewer - Move the camera around the character to check every detail.
Profiles - The user could save different configurations of a character. It might be possible to switch between them while playing.
Comparator - Taking advantage of profiles the user can place several customizations side by side to compare them.
Test drive - The user could assign some weapons/tools to the character and check how it looks and feels. There could even be a test level.

Mass simulation with statistical maps

01 August 2013 - 05:31 PM

I haven't played the last SimCity, but I remember from the old games (i.e. SimCity 2000) that you had these maps showing pollution, wealth, energy, water, etc. And I guess other games like GTA used the same technique. Now from a first person perspective, the entities that the player finds in the city will reflect the conditions given by these statistical maps. For example in a polluted zone there will be more garbage or fog in the streets, and a wealthy zone will have more luxury houses and cars. I'm exploring ways to use this concept to simulate a massive ecosystem. If there is a river and mountains in a map, the influence of water on vegetation could be mapped so that there will be higher tree densities. Then vegetation levels will influence density of herbivores. Now, resources are static and rather easy to map, but then vegetation could be harvested or catch fire, then it will be dynamic. And animals could migrate and increase/reduce population due to mating seasons and plagues. It's like a complex version of Conway's Game of Life, and not all "masses" have the same pattern. What techniques exist to process such system? What optimizations could be performed, having in mind that the system could have no constrains?

A second-layer game engine

15 July 2013 - 08:41 PM

First-layer game engines are about communication. These manage input and output, rendering a world for the player to keep entering commands. The next step toward interactive narrative is the second layer game engine, that deals with options. Sets of options and consequences are given by the game mechanics, and researchers have recently gave us a mechanics modeling language. After one year of dedicated work, today I'm proud to announce the first beta version of a second-layer game engine, called "Gamelix Advanced Game Mechanics", that aims to reorient game development toward interactive narrative and increase the replay value.


Current map: http://gamelix.com/mechanics/GAMO_map.png


First beta: http://gamelix.com/mechanics/GAMO_0_1_18b.zip


GAMO is being built with Unity. For more information and updates please visit its thread.


The definition of "game mechanic" is incomplete

13 July 2013 - 06:28 PM

I've been deeply researching on game mechanics for almost a year now, and I don't like the current definition for "game mechanic". Is it really a rule? Yes, a game mechanic has rules, but is not "a rule". Starting from the fact that has a set of rules, not one single rule, and that there is much more that makes a game mechanic. This is such an incomplete definition.


Now I want to declare that a game mechanic is "a set of options and consequences".


To arrive to this conclusion, we have to think on how current game engines work. What are game engines all about? Communication. The game engine manages input and output. The engine receives instructions from the user, and represents a world for the user to keep entering commands. But just receiving commands and rendering is what a video player does. So the game is about options, and the minimal sets of options are given by each mechanic. For that reason, the elemental option-consequence is THE game mechanic.


How is this important? Focusing a blurred concept allows us to have a better vision on the future of game development. It will allow us to have better tools for modeling mechanics.