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Member Since 09 Apr 2013
Offline Last Active Jul 21 2014 07:13 AM

Topics I've Started

Overview? for game I am making.

31 January 2014 - 12:18 PM

Here is a link to my blog in which i lay out the background? overview? for the game I am making called The Merging http://themerging.blogspot.com/

Tolerance for character attributes in FPS game?

01 May 2013 - 10:26 AM

I have been designing a FPS game for fun in spare time that I want to really emphasize tactics and strategy over twitch FPS skill. The game would have a big strategic emphasis as well as tactical in terms of travel and logistics. There would be no classes in the game. What a player can do is determined by what they are carrying with them. An example would be, a player cannot remove a bolt unless they have a wrench (crude and not really relevant, but gets the idea across I think).


In real life combat, a soldier experiences a plethora of things that simply do not happen (most of the time) in a video game. For instance, fearing for your life and this fear affecting your combat performance. A player may experience fear, but it is no where on the same level as what a real soldier in real combat would experience. I want to try and simulate these sort of things in the character and translate this into having an affect on the battlefield. The only way I can think of is to have character attributes such as you would find in an RPG.


I would also take into account a characters strength and endurance, which would affect how much and for how long they can carry gear. I would also have psychological attributes like mental fortitude or courage that would determine how they react to things like coming under heavy fire or seeing a lot of their squad  get gunned down.


If a player, for example, is taking heavy fire I want their character's performance to suffer from it in a psychological sense. I would apply a modifier to their actions such as shooting or reloading to represent the psychological stress of fear or what have you. Or have a modifier if the player witnesses a lot of friendlies being killed. It would also go the other way, if the battle is going well the player would receive slight bonuses either to performance or to their attributes which would allow them to deal with the negatives better. None of it would take control away from the player, it would simply modify their performance in various ways.


The player would still be aiming the weapon and what not, there wouldn't be any RNG that is solely determining hits or misses, but these would be affecting things like handling recoil, reload speed, would make aiming shaky, make the player able to run faster for longer (adrenaline rush caused by extreme fear of death).


My question is, do you think this sort of thing would be tolerated, assuming the overall experience is well handled on the design end?

2D Raycasting

01 May 2013 - 09:39 AM

I'm working on the code design/layout/architecture/whatever for a game I'm making. I want to implement line of sight so that things the player can't see won't be drawn on the screen. I found an example that is pretty much what I want. It uses ray casting and I haven't been able to find much on the subject outside of using it in 3D to render a scene.

I have some ideas on the matter that I'll share and maybe I'm on the right path already. If anyone could help me out by explaining it or showing me a good tutorial or some such I would appreciate it.


My world is pretty empty as far as most games go. Essentially, the player is flying around a ship in space and there are asteroid type objects in space. These are the only objects that block line of sight so far, everything else can be seen through.


An asteroid is a simple polygon consisting of points and the lines those points make.


My first thought, which I'm sure is terrible, was iterating along a vector in a loop and seeing what it hit. I won't be doing that lol.


My second thought a few seconds later was to test against the points and lines of the asteroid objects. I would determine open fields of view by testing the points of the asteroid objects and seeing where they intercepted lines of other asteroids. I would create a line function by going from the player's origin of view, the center of the screen, and going to the point in question. Then, using the formula for that line, test it against lines of asteroid objects (after running some yet to be determined algorithm to occlude asteroids that aren't even in the direction the ray is going). This will find the point of intersection between the ray and the line being tested again. I would then take the x value of the point and put it into the formula for the line being tested. If the resulting y value is between the y values of each endpoint of the line segment, then I would know that the ray is intersecting that line and that line is going to block line of sight all the way from one end point to the other end point. This would give me fields to test and see if enemies are within and if so draw them.


I also plan to use this same algorithm for AI navigation. Each area is created procedural during the game, so using navigation nodes is out of the question. I would use this same algorithm for determining areas that are safe to fly in if the AI were to travel in a straight line and whether or not the AI could see the player so they could shoot at them.


Is this a smart way to go about casting the rays? I've got a number of ideas for simplifying the algorithm as a whole (for instance checking if there is even an enemy on the screen to see if it should even determine player LOS and what not), but its the actual testing of the rays themselves and seeing what they hit that I want to make sure I'm on the right track for. It seems like it would be pretty darn fast to me, but my inexperience might hide something from me.

Does this game sound fun?

17 April 2013 - 04:54 PM

I'm just looking for some outside feed back beyond me and my friend for a game we hope to make.

It is a 2D, top down, action shooter, for the PC. The art styling is basically everything being made from neon lights. There are two modes of play planned, single player and dual player (not the same as two player). The player(s) fly a ship around and explore the world. If there are two players, they are both controlling the ship, just different parts of it. One player, using the mouse and key board, would be a gunner and would be able to shoot weapons that are on turrets by aiming with the mouse. The other player, using a gamepad or joystick, would be the pilot and would fly the ship and be able to fire any weapons that are fixed forward.

The world is comprised of zones, each zone just being a large circular region. Anything that goes out of bounds is destroyed. Anything in the 'danger zone' takes damage until it leaves the zone or is destroyed. Travel between zones is facilitated by going through portals, which will take you to a new zone.

Each zone would contain various things. There will be other ships flying about, moving objects like giant rocks, stationary objects, gravity and anti-gravity wells, 'jelly fields' and 'slick fields' which are field that slow down or speed up, respectively, anything that moves through them, until they leave then they are returned to the speed they were before they entered. There would also be 'docks' where the player can go to repair, resupply, upgrade, and buy/make new equipment.


The players would collect Pips, which are money. A pip would be a colored glowing disc. They come in different denominations which is dictated by their color. There would also be item drops.

A ship's capabilities would be determined by the different slots it has and how many of them it has. Slots are things like weapons, power generators, engines, armor.

Weapons are a grouping of two different things, a projectile and a launcher. The projectile is what the launcher shoots. Each can have their own different attributes that effect the total item of weapon. For example, you could have a launcher with the scattershot attribute which would cause it to fire multiple projectiles. The projectiles could have the MIRV attribute which causes them to split apart after a bit and each new smaller part would go in seperate directions. This would be a different weapon than a launcher that fired projectiles that were not MIRV projectiles or a weapon that fired MIRV projectiles but did not have scattershot attribute.

The player would be able to craft their own weapons and components by selecting the attributes that make up the two halves as well as determine the numbers that go along with it. The cost to make would be calculated based on the attributes and the size of the numbers they choose.

The player(s) would fly around and explore the world, fight enemies, and eventually we would want to add RPG elements like quests/missions/tasks, stories.

The game world would be generated procedurally. the further the player gets from the starting zone in 'real' distance, not just how many zones away. So you could have one zone that has a portal that goes further away into a disproportionally difficult zone for instance, just to make things interesting.

So any thoughts you have on how fun you might think this game would be would be appreciated.

To ward off the feasibility issues people may raise, we are going to make it in 'layers' based on priority. Priority 1 items would be completed first and those are the things that are core to actually playing the game. Then would come a time of bug fixing, balancing and tweaking, then we would begin priority two, and so on and so forth. Make the whole project a bite (maybe big ones) at a time.

Need advice with how to draw graphics

16 April 2013 - 10:39 PM

I'm trying to figure out the best way to draw the graphics of my game. It's 2d top down. A lot of things I would like to be procedurally generated in the game.

I have VERY little experience with OpenGL so bear with me.

The art style is that of glowing neon lights. You fly a 'ship' around and it basically looks like a neon sign in the shape of a ship.


(Minus flashing and also not being a pirate ship)
I would simply just use an image of this nature, but there will be the same shape of ship, but colored differently depending on it's attitude towards the player.

There will also be procedurally generated objects that will follow this same art style. There is also an object that will be prismatic and I would like to shimmer.

I also would like to do particle effects like electric bolts and just standard particle emitters. There is also glow effects and light being cast off of objects onto other objects. As well as fields that are basically Perlin noise.

I'm just wondering if anyone could offer any advice on how to achieve this in the best manner possible? I'm just trying to draw color on the screen according to a few simple parameters. I would also like to be able to have real curves rather than approximated ones made with straight lines. My experience is limited in this sort of thing so that is why I'm kind of clueless on the whole matter. Normally I'm dealing with just your regular 2D graphics from an image file but this seems to me like it should be handled differently than that.

I'm just looking for some advice or a pointer to something that would help. Thanks in advance. I post this hear because SFML uses OpenGL and you can use shaders with it.