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bhawk245

Member Since 16 Dec 2012
Offline Last Active Dec 04 2013 03:01 PM

Posts I've Made

In Topic: Money and your Character, how would you make earning money fun?

20 November 2013 - 09:32 AM

I've observed a fairly large amount of methods to inject money into your player. You will never really get around "the grind" unless you add passive elements to your system.

Active:
-Bounties(similar to monster coin idea)
-Missions
-generic loot
-special monsters who drop very special and expensive loot
-monsters dropping actually money
-through npcs(via gifts/random quests/jobs)
-Trading (buy low in one town, sell higher in the next)

Passive:
-Owning specific items and "renting" them out.
-Bank accumulating interest
-Giving loans to npcs
-Owning stores that accumulate the money npcs spend at them
-Owning a crystal mine or any other form of raw materials producer to make money.

There are a lot of different options, and it really all depends on how in depth you want a character to be within your game world.

In Topic: My head hurts........Need ideas

05 November 2013 - 10:45 AM

It sounds like you need to start developing the flow of your "Interactive Drama". Starting a flow chart for your storyline would probably be the best option to keep you organized and on track.

 

You can develop your story by adding different actions in certain situations that would take the drama in a whole new direction, possibly giving everyone a completely different experience that theoretically no other person could end up with unless they chose every single option the previous interactee had. The idea of this is an amazing concept, however it takes a lot of time and dedication to come up with, and then produce every single possible option to 100s of different situations.


In Topic: Looking for feedback on UI components (Video)

31 October 2013 - 10:09 AM

 

Do you mean like, vertical yellow bars across the gauge to segment it?

 

 

Yes, though I did not have yellow in mind tongue.png. Here's an example:

attachicon.gifgaugetry.jpg

 

 

 


It could look odd if some weapons' cooldown were accounted for and others weren't?

Also, I'm anticipating that most weapons will take 2+ seconds to reload. The values I'm using right now are simply random because I didn't get around to creating the external XML balancing document yet for these.

My thought was that there'd be at least two categories of weapons, one that fires rapidly(think pew pew lasers) and one that takes a significant time to charge/reload(seems like your rockets belong to this category). The rapid fire category wouldn't be that interesting to display the charge bar for.

 

Alternatively you could use circular gauges for each weapon, you could colorize these by weapon type as well without getting a rainbow bar effect.

 

 

Honestly, I'd scrap the recharge bar unless you've actively selected the ship. It seems to add a ton of clutter to the screen that is unnecessary. I'd display the health bar and maybe add a separate UI element on the bottom or the top of the screen to view the details(like your charge bar) for the actively selected ship.


In Topic: non combat ships

28 October 2013 - 11:45 AM

If you want people to use the civilian ships you need to make it the foundation of your in-game economy. Players are not going to use something that isn't deemed necessarily useful to a large extent. For example in Sins of a Solar Empire the trade depots are used widely, because they are your second form of credit generation after planetary taxes.

 

You want to make these civilian ships ESSENTIAL to running your space empire. You need to make their addition to your economy significant enough to a point where it isn't worth it to change a space liner into a nuclear barge. War costs money, you will have to give up your economic growth to have a massive military fleet. To go further you want to make them worthwhile to attack and protect as well, forcing conflict and players to have warships during times of peace. You want to balance the game in that direction. 


In Topic: Intimidated, not sure where to start.

16 December 2012 - 10:02 PM

What was your ingame name, corp, alliance?


Right now im flying under the character NFain in the drone region coalition X) Im working towards wormhole sustainabilty (The only fun part left in eve).


4) What are the steps to creating the visual bits and pieces? And if applicable, why is it that way (aside from common sense)?

In more simple games, you usually need not even worry about the GPU, but focus more on the graphics API built into the class structure of many languages. When displaying something on screen, you can render it in real time by drawing simple shapes based on perhaps a calculation that you made earlier, or you can draw pre-drawn images to the screen. The first option involves more code, the latter involves better drawing/3D modeling skills. Many times you will have a healty mix of both methods. As many have said before, it is most important to get the basics down for one language starting with console apps, then windows and finally games. (I personally spent way too much time making twext based console games but found that without haveing to worry about graphics I learned quite a bit about programming in general)


Console im guessing is the basic computer console, I never knew apps could be developed in there #noob. What type of code does it use, also would running a virtual linux box be a better approach to learning programming?

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