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Member Since 11 Mar 2013
Offline Last Active Mar 17 2016 02:50 PM

#5050682 what buildings would you have in a military outpost?

Posted by on 06 April 2013 - 04:00 PM

+ Bathrooms, "burn-trash-pit", unloading bay for cargo trucks and materiel, helicopter landing pad, storage buildings, repair/mechanical halls, interrogation rooms, tactical rooms. I would also come up with a overall purpose of the outpost. Why was it built in this particular location? What is it guarding? Is there some underground facilities? This idea is nice to have when designing the overall level.

#5050087 How do you design a HUD?

Posted by on 04 April 2013 - 02:31 PM

I'm no expert in hud-design, but have been tinkering a little with web-design and sc2 modding where interface design became an important part. Here are my experiences:

  1. Make text hiarchy/list of all features you would like to provide to the user.
  2. Organize them according to how they would appear on the interface (resource menu, map menu, buildings menu). This can be used as a checklist later on.
  3. Choose a color theme and fonts. Refer all in-code formatting and mashup editing to this. Its a bit tedious to link everything but pays off very quickly. A simple thing like poking the hue a tiny bit late in the development process is great! No hard-coded formatting!
  4. Make a wireframe of the screen in paint or whatever and show it somewhere where people are interested in interaction and get some honest responses.
  5. Make mashups in vector program. Scale stuff to get a quick idea of how it would look like in different screen resolutions.
  6. Print it/draw it on paper and play around with it using your fingers!
  7. Make a "mathematical" mashup: make a mashup but write into it all the little margins/distances/anchor-points etc. and other variable elements. This helps quite a bit when you convert the sketches into organized code. Like the formatting - avoid hardcoding margins etc. 
  8. Think through which elements are reoccuring and consider making classes etc. out of them for easier creation/design/interaction linking. This will also save you some time since you can reuse graphical elements.
  • Placement: try to use established formats (Starcraft, Sim City, The Sims)
  • Game interaction/Hud interaction: beginners will want to have nice buttons, experienced players will want to use hotkeys.
  • Design it for function first, but make all the formatting reachable from shared variables and image resources.
  • If single player - make space button pause the sim.
  • Find a design pattern for UI-design in the language you are coding in.

#5048985 Would people enjoy a hardcore story-based strategy game?

Posted by on 01 April 2013 - 04:04 PM

From my perspective, I can see a conflict between story-telling and gameplay in rts games. The player should have a sandbox where he can develop his own strategies and tactics, resulting in a slightly open-ended outcome. The story elements might also interfere with the intense (the r in rts) gameplay as well as making the sandbox too tight. Another challenge is how to manifest the player in the game. When you circulate the "gameboard" in some kind of invisible shuttle - who/what exactly are you? A ghost, a satellite? It might seem like a silly problem, but it is a problem FPS games don't suffer from. Your "character" becomes anonymous and thus an outsider from the game itself. Most RTS games solve this by introducing heroes, but I don't think it's the same thing as the first person view, at least from a story/immersion perspective.

#5048978 need a new effect for mapmaking skill in RPG

Posted by on 01 April 2013 - 03:46 PM

If you are good at reading maps in real life, you will find shorter routs (translates to: faster fast-travel), be able to remember where those special mushrooms grew (unlock more layers in the world map) and remember more custom locations (array with custom pins). You might also be able to deshiffer content from books and such into map locations (such as special mushroom locations).


I also like the "deshiffer treasure map ability". It's binary and nice ;).


I disagree with the previous post about resolution. My experience of maps in games is that the resolution/colors of the terrain in the maps are not very useful.

#5048971 Tumbleweeds - A creative challenge with rewards

Posted by on 01 April 2013 - 03:27 PM

EDIT: damn! missed deadline... story of my life...


Mr. & Mrs. Tumbleweed

The poor old couple have been living in their house for most of their adult life. No storm is going to change that! Help them smack away cars, elephants, fishes and even tumbleweed that the storms are launching at them! Make it a touch-screen coop game where two players help out smacking away the stuff which the storms are launching at their precious house. Larger things require more smacking.The players are immortal but the house takes damage.


Here is a sketch I made:



#5048968 How should a Mini-Map work on infinite terrain?

Posted by on 01 April 2013 - 03:19 PM

My suggestions:

  • Even though the world is infinite, there might still be restrictions in the proximity of the player. It could be a wall, a cliff, an enemy or an interactive object. These things should be clearly marked on the minimap.
  • Click minimap to display a larger regional map. This map should be able to support different layers. If you have a larger map of the world, then this could be an additional zoom level.
  • It should be possible to push your own pins to the regional map as well as the minimap, for guidance.
  • The background color should not have terrain colors. It should be colored according to "logical" pathing, marking out cliff edges and building borders so that the player can check if a terrain should be walkable or not.
  • Optimize it for function, good contrast and readability, not "beauty" or style.