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Member Since 15 Feb 2013
Offline Last Active Mar 31 2016 09:34 AM

Posts I've Made

In Topic: 4D Games...

25 March 2014 - 12:13 PM

First, just a note on time travel in general. There are several theories to this, but it seems to me that you are subscribing to the idea that you can change the past. Based on that every time you jump to the past, you essentially create another time-stream that runs parallel to the previous time stream, and then jumping back to the present time would only allow you to move along the current and newly created time-stream. So essentially jumping back and forth could change everything as you are essentially in a new timeline.


Another theory is that you can not change the past, and that any actions taken upon jumping back in time will have in fact already occurred (almost like fate). With this there would not be any scripting or logic change required, but the story would essentially be predetermined, which I think you do not want. This method however, would be much easier to achieve in a game.


With the scenario you are imagining, every jump from the past to the present would require a massive amount of calculation and processing in order to determine what actions the player took and what their final consequence would be. Like you said, this would probably be best achieved with some sort of advanced AI. But no matter what, there will be limits, because AI is not in fact intelligence, but merely the illusion of such. Each scenario must be understood by the AI in order for him to take the appropriate action.


So in short, it is possible, but it is massively complicated and the user may be confused when some of his actions cause changes and others do not. It may be important to allow the player to understand what types of actions in the past will affect the present, and set obvious parameters within which the player can operate.

In Topic: Name generator

24 January 2014 - 01:17 PM

Since you are looking for first and last names, I think it makes sense to have two lists (one for each). With two lists you could randomly select a first name from one list and randomly select a last name from the other, which would greatly increase the number of distinct names that can be created.


So to clarify, when you asked for 500 names, did you mean 500 first names and 500 last names, or 500 total name combinations?

In Topic: Late night coding

05 March 2013 - 10:47 AM

My roommate pulled off somethings similar one night. After working all day on a project, we were both stuck at the same point and could not get any further. We gave up for the day and went out drinking with friends. That night, my roommate decided to do a little coding on the project. When he woke up the project was working and he couldn't remember what he had done to fix it. That was the only time when drunk coding ever paid off. All the other times I've seen it the results were less than spectacular.

In Topic: Tumbleweeds - A creative challenge with rewards

04 March 2013 - 03:35 PM

The Floor is Tumbleweeds




The backstory to the game is simple. The city has become somehow flooded with deadly tumbleweeds that reach as high as the second story of your office building. Upon witnessing the chaos below from your office on the 13th floor, you see people fall in and somehow drown to death underneath the current of shifting tumbleweeds. The goal of the game is to get out of the city, and escape the deadly tumbleweeds. You must build bridges out of cupboards, swing from makeshift ropes, create ladders, and utilize all of your creativity to MacGyver your way out of the city.




A 3D, third person, puzzle/escape/survival game in which you control a solo hero trying to escape from a city overrun with tumbleweeds.


The player can walk, run, jump, crouch, and crawl through the brave new world. The player can interact with almost every item in the environment, pick up items for later user, and combine items together to create new items. The player is not given weapons, as fighting the tumbleweeds is not an option.


Every level is a simple A to B objective, but it is never as simple as just walking. You must use the objects around you to traverse the level and avoid falling into the ocean of tumbleweeds below. The game takes a twist at the end of the first level when it becomes apparent that the tumbleweeds are sentient, and are trying to kill you. Now you must not only find a way out of the city, but also board up windows and doors, and use the object around you to keep the vicious tumbleweeds at bay. You may need to set a small car fire to prevent the weeds from entering a parking garage, or use food as bait to facilitate a nerve-wrecking run past a small wave of tumbleweeds.


The game ends when you escape the city just in time to see the army dropping napalm on the skyline.



Example Level 1:


The elevator is out of service, so you descend the stairs to the third floor of the office building to see a group of people getting swarmed on the stairs leading to the second floor. Slamming the door closed behind you, you are now trapped alone on the third floor with a sea of tumbleweeds below you. The nearest building is a parking garage, so you decide that you must somehow break the window and cross the gap over the alley below. 


At this point the player is given control and must interact with the environment to find the proper tool to break the window and the proper tools to bridge the gap. Perhaps the potted plant can not break the window because it is plastic, and a fire-extinguisher should be used instead. To bridge the gap, maybe you need to break the legs off a few tables using that hammer you found in the toolbox and duck tape the wood together. But, what if the wood is not strong enough on its own to hold your weight? The player must solve the riddle to escape.

In addition to using items in the environment, some items can be collected and carried in your shoulder bag for use in later levels. You will have a limited amount of storage space though, so you can not collect everything. All levels can be beaten with the items found in the level itself, but certain items may make it easier, or faster.

The levels increase in complexity and difficulty as the tumbleweeds continually try harder and harder to outwit you and pull you down.



What the game amounts to is a large scale 3D escape game with the key functionality revolving around how you interact with the environment. The tumbleweeds becoming sentient and attacking you adds an aspect of survival to the game, creating scenarios of immediate and time urgent danger. Realistic physics on objects would be a key component to properly implementing the game. 

In Topic: Modified movement cost using A*

04 March 2013 - 02:29 PM

My suggestion would be to do the math.


Say you go up a rather steep hill that impedes your normal speed by 50%. Then you should add 50% to the cost of that node vs the normal unimpeded terrain cost. Same for grass, sand, snow, or whatever other terrains or factors you have in the game. Make the cost relative to the speed. As long as you are consistent in your math, it should work out just fine.


Also, if different unit types move at different speeds across different terrains, then the cost of each node should be different based on the AI unit that is performing the navigation. For example, say vehicle A moves faster through grass, but slower through sand, while vehicle B moves faster through sand, and slower through grass. These units should have different cost values for these terrains since the effect is different.


In the end it all comes down to math. Calculate the change in speed across a terrain for a particular unit, and apply the same percentage of change to the cost value.