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Dan Violet Sagmiller

Member Since 27 Dec 2012
Offline Last Active Jun 19 2014 09:02 AM

Posts I've Made

In Topic: 4D Games...

28 March 2014 - 09:18 AM

Perhaps remodelling the future doesn't need to be a Real-Time operation.  Perhaps it sits on a lower thread, processing the changes to the model, and the player would have a meter indicating how 'caught up' they were in the time shifts happening.  then in front of their eyes, see the changes unfold piece by piece.  Once the model has determined that a car should be at position 2 instead of position 1, Instead of just 'snapping' into position, it could set some kind of gravity like pull that visually shifts it into place.  

 

Only the characters interacting with multiple times notice the changes.  Everyone else is oblivious.  You could get away with larger more interactive worlds this way.  You could even process time travel the same way, so when you jump into the future by ten minutes, you see things shift around you until you are settled in your new time.  Could make for some great visuals.


In Topic: 4D Games...

26 March 2014 - 09:57 AM

There was a game concept I had worked on with a student a while back.  I don't mind sharing it.

 

The idea was to allow time travel to affect a game, and allow multiplayer in different instances.

 

Premisis: You are a detective in a crime squad.  You are teleported to a city where a bomb just went off.  You have the ability to teleport back in time, up to 2 hours from the present track of time.  You can bounce around to any 15 minute increment between there.  You quickly get the clues you can.  1 thing is that you know the location, but you don't know what the bomb looks like.  

 

Most of the time, you are investigating clues.  If you change something in the past, it changes things in the future.  Your team can talk to each other if they are in different time zones.  once your target a suspect, you can have another team member go back and try to track them, see what they are doing.  If they make changes in the world, things might snap out of place in the future.  If the police/detective hover too closely to the bomb site, the terrorist might set the bomb somewhere else.  Causing the explosion to have happened in a different point of time in the future.  I.e. it blows up a building that one of your team in the future happens to be on the second floor.  The drop as there is suddenly no second floor and only rubble left.  

 

Never jump times in a car or the street.  A car could be their, traffic will change.  don't cross the street when someone on your team in the past is about to change something.

 

The coding premise is that a closed off sand-box city, has 9 stages of time (Time Zone = current time, or a 15 increment up to 2 hours in the past.  Initially, the enemy AI/AI's have event times, where they are walking, talking to people, buying things, setting up the device and escaping.  Each time zone becomes a mirror of the previous time zone + whatever changes have happened to it.  this can include parked cars, locked doors, broken things, accident scenes, etc...  When someone in TimeZone 9:15 gets in a car and crashes it, it might take the cops 30 minutes to clean up the scene.  which means that any player at timezone 9:30 or 9:45 standing near by, would suddenly see a crashed car their, with police taking care of it.  

 

If a door was kicked in early in the investigation time zones, that door will still be off the hinges in the later time zones.

 

Its a much different interaction in time than I have seen any other game have.


In Topic: Why is Candy Crush so Successful?

18 March 2014 - 02:34 PM

Thanks for all the replies.  I have to agree with Buster.  I've seen a commercial once, but it was well after they were pulling in massive finances from player interactions.


In Topic: Designing "leveling up" in competitive multi-player games.

17 January 2014 - 12:02 PM

 

While I can't say I can recommend the "best" Level Up system for a Multiplayer Free for all, I can offer this idea:

 

Something like king of the hill.  Multiple terraces, each terrace can only be accessed at certain levels.  I.e. terrace 1 can be accessed by anyone.  Every person you kill is worth % exp to the next level.  higher level people are naturally worth more points.  

 

Wow. Ever thought of developing this into an actual game? Sounds really interesting.

 

So, what you're essentially recommending is to stick to the traditional level up system where higher levels are more powerful than lower levels, but segregating them. Then, allow some ways for them to interact, and some incentives to control that interaction.

 

 

No, I just wanted to post the idea and hope someone else does so I can play it.  Ideas are typically easy, its the long mundane battle of getting every bit (pun intended) in place, that detracts my interest from producing it.


In Topic: RPG feedback/advice

30 December 2013 - 04:54 PM

A window to show us the active elements of a room.  For instance is there a monster?  are there things to pick up?  etc...  You have a unique opportunity to add useful visuals, even it they aren't great/extensive.

 

While fighting a skeleton, I had no idea a second skeleton was in the fight, and I saw that I had defeated the first skeleton and thought it was over.

 

The fight did not move me.  What you could do, is have a smaller directional screen, showing icons that stand out about the directions you are going to move.  Such as a Chest for rewards, a monster for monsters, etc..   Then the player will feel more purpose behind clicking a particular direction.  Right now, choosing one or the other held no value, they were just directions. 


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