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mippy

Member Since 11 Mar 2013
Offline Last Active Mar 11 2014 11:30 AM
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#5102044 Idea for a demo of my 3D engine

Posted by mippy on 17 October 2013 - 12:23 AM

Perhaps you could make an aquarium-city. An aquarium can be a nice constraint for yourself so you don't go too large. It is also an item-shape that can be rotated and viewed from many angles - like something you can put on a pedestal in a museum. A full landscape can perhaps be hard to get the full grasps of. The mini-landscape inside could have a small park like you said. Since it's a form of cutout you would have to add some geological mass and atmosphere. 




#5101843 PUTT Updates and Finals Thread

Posted by mippy on 16 October 2013 - 09:35 AM

I'm making a html5 rendered tennis game called "HighwayPong".
  • The cars are driving on two sides of a road, bouncing a bomb between them, 
  • There will be other cars (and trains perhaps) that might come and ruin your "bounce" so that it comes back at you. 
  • The bomb has a timer, when it hits 0 all adjacent cars will blow up!
  • If your car blow up you loose 3 points. If you miss a ball/bomb you will loose 1 point
  • Powerups will be located on trucks and so and will stuck on the bomb if it hits them. The ball will then change color and give the player a boost of some form. 

Powerups are: 

  • OverTime: add some time to the timer so that you can catch the bomb in time without blowing up. Press D.
  • InstaKill: when you hit an explosive vehicle (red fuel canister) it explodes and all adjacent cars will blow up. 
  • BallsOfSpeed: when you hit a police car the ball will gain speed.
  • SloMo: when you hit a ice-cream truck or hit A key, the ball will slow down.

Gallery:

 

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#5101626 Ideas For Video Game About Autism

Posted by mippy on 15 October 2013 - 02:21 PM

I appreciate your efforts in using games as a platform to deliver a message. But what message do you want to provide?

 

I just made up my own categories here to help you clarify: 

  • therapeutic games - should be developed with scientists. I know folks with other issues such as dyslexia, ADHD and social phobia has "mini-games" in which they can train on very specific tasks (like memory, sounding words etc.) or in the case of phobia - cognitive therapy in a gamification format (you get scores by completing challenges). 
  • informational games - educating others of how it can be to have issues with this. An example is http://www.kongregate.com/games/jordanmagnuson/loneliness which translates the feeling of loneliness into a little "non-game" as he calls it. 
  • comforting games - games which people with issues can play where they can feel familiarity with the protagonists, where the UI and in-game experiences have been adjusted/adapted to any deficiencies and things which they might find disturbing.

The thing is each of these games requires their own approaches (educated, emotional/artsy and general game development for a specific user group)




#5101508 Power Up Table Tennis Contest

Posted by mippy on 15 October 2013 - 04:07 AM

Hey, if not too late - I would like to join!




#5101274 Minotaurs & Unicorns (old-school RPG)

Posted by mippy on 14 October 2013 - 06:57 AM

 

mipmap, on 14 Oct 2013 - 1:39 PM, said:

snapback.png

Some parts of the interface makes it playable on tablets (big arrow buttons and such) but other controls are too small (like scrollbuttons in the menu). Do you have plans on porting it to a touch interface?

No, I want to concentrate on PC only and release it ASAP. But, I have heard this suggestion a few times already, so... I will definitely consider it after the rlelease (or more probably when/if I would be making Minotaurs & Unicorns II biggrin.png)

I was asking because then I don't understand why you have the arrow buttons in the bottom right corner smile.png I'ts usually important to give the player cues about what "state" the game is in. Perhaps you could utilize this corner better.

 

You seem to have a character selected, perhaps you could use the corner to present "static" quest info, weapon selection and other stats here. Life and mana seems to be displayed next to the character portrait with graphics. 




#5101253 Minotaurs & Unicorns (old-school RPG)

Posted by mippy on 14 October 2013 - 05:39 AM

Some parts of the interface makes it playable on tablets (big arrow buttons and such) but other controls are too small (like scrollbuttons in the menu). Do you have plans on porting it to a touch interface?




#5100877 Other name for "Space Police"

Posted by mippy on 12 October 2013 - 03:17 PM

The emperor needs a "right hand" to do its bidding, so I would pick something with "hand". Perhaps "Hand of Imperial Justice"?




#5100871 Name for a fun retro RPG

Posted by mippy on 12 October 2013 - 03:01 PM

I would go with something related to the outdoorsy, wandering spirit of the game:  

  • Heroes of the Highlands (snow?)
  • Plainquest (plains, quests in the open)
  • Wanderers of the Flatland - The Quest of the Eternal Unknown of Utter Importance



#5100863 AI in a 4X Game Combat (see prototype video)

Posted by mippy on 12 October 2013 - 02:27 PM

If the battle should be a "inspector" for the player to see what went right/wrong, the animations together with the explosions should reflect the calculations you are using to determine victory directly. I think you should also add "floating" labels with numbers and such, life meters and other things - so that the players can inspect the stats. That would add the view-value to the "scene". Making the ships move around and other tricks will just be confusing since it would give the player cues that movement matters without being under player control. 




#5100758 AI in a 4X Game Combat (see prototype video)

Posted by mippy on 12 October 2013 - 03:56 AM

Is the end result of the combat decided using a simulation/calculations during the combat playback, or is the end result already defined before the replay begins?




#5100553 What is your dream weapon upgrade system for a game?

Posted by mippy on 11 October 2013 - 08:39 AM

I prefer to have "modifiable skeletons". The skeleton is a weapon type (rifle, shotgun, spear etc.) and then you can add stuff to it. Either as temporal buffs (5 seconds of double damage), spatial buffs (extra damage if fired from a certain region), permanent buffs (which cant be removed). I guess there are more types out there. But the most important thing is that it should not be possible to affect the core balance. I remember crafting a ring in Bethesda's Morrowind that killed anything in the game with 1-4 "touches". A weapons upgrade system should merely add some "flavor" to a weapon, not change it in its core. 

 

An alternative way, if the weapons are high-tech, is to add an adjustment score to the weapon. The player can then adjust how the energy of the weapon should be guided: speed, power, accuracy etc. depending on the situation. Then you can add more "adjustment points" to the weapons with upgrades. 




#5072596 Action RPG WASD Controls

Posted by mippy on 24 June 2013 - 04:18 PM

An example of how you should not do it

I just finished a session of iBomber Attack, where you control a tank with WASD controls while clicking with the mouse at various targets. A major problem with this layout is that its only viable to move in 45 degree angles (0,45,90,135,180, 225, 270, 315). Any directional angle between these requires a steady hammering of any two buttons (wawawawawaaawawwaawaa...). Please don't build it like this. You can download the demo for free and try it out.




#5072306 Sectors & battles (strategy)

Posted by mippy on 23 June 2013 - 02:14 PM

  • You could use "AI:s of different quality" for fleet control. Better AI means larger fleet.
  • Just because it's space - don't go 3D. I know Homeworld made this but its really so hard that it's not really achievable.
  • I like the fact that a lot is abstracted away.
  • One sector should not be able to block another sector. It is space and you can travel around-behind-above to reach the target. I think an abstract influence radious would be a better model. If you enter the radious you will get into trouble. 



#5071119 Medieval online sim, overall feedback

Posted by mippy on 19 June 2013 - 07:34 AM

  • It is hard to know what to do. A todo-list would be nice to have, with a guide to get started. You don't have to create complete quests but just something to get through the first 
  • The UI is a bit messy in the sense that many things seems to be equally prioritized. I think you should look through typographics and styling of texts/boxes and pick a color theme and font themes to create categories of content. 
  • Headlines are missing in each tab- there is no indicator of "where I am" in the UI.
  • The hierarchy of game content is a bit clear - what is my charcter and what is my city and how are they interracting?
  • I started in the city of vilnius but now I think I am in Amsterdam - how did that happen and how do I return home?



#5065300 How to design the price of a weapon in tower defense games

Posted by mippy on 27 May 2013 - 10:58 AM

Set the price of the cheapest tower to 1 and then start testing.

 

The cost of the other towers should be a result of how much progress you want the player to do in a certain timespan. Lets say you want them to play for 5 minutes to get to tower 2, then the cost of this tower should be 5. Then make sure the player will earn about 1 money per 5 minutes. 

 

The timespan can be replaced with some kind of skillspan or some kind of levelspan. 

 

To make it perfectly balanced you need to play it a lot, or build a AI that does it for you - but that can be really, really hard. 






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