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Member Since 08 Sep 2001
Offline Last Active May 16 2011 08:03 AM

Posts I've Made

In Topic: So let's talk weapons...

13 May 2011 - 11:38 PM

Panicbox; not to say that this thread is not awesome -particularly fishtanksword- but it occurs to me that what disgaea, and most 'rpgs' I would say, does in its abstraction of combat is attempt to give you a limited number of categories of weapons that reasonably cover the gamut of combat styles. of course, the word 'attempt' is very important there. What I'm getting at is that when you design a game that will have a practically infinite number of configurations of character, instead of designing individuals you end up designing -dare I say it- classes of individuals. These break down not only along the lines of literal classes as defined by the game, but also along the lines of types of objects equipped and so on. So what I'm saying is, fishtanksword is still a sword, even if it has fancy graphics, because that's all it could be in the designer's limited model of reality.

In Topic: Radial Attack and Movement System

02 May 2011 - 07:49 AM

Figuring the same with a bunch of invisible spheres is a much harder task.

I daresay that's exactly the reason it's a good idea.

A quick note, as a martial artist with some weapons experience, the 'idea' that swinging a sword through a 90 degree arc means you will effectively damage anyone in that arc is somewhat flawed. In practical styles of weapon use, there is an area in space roughly twelve inches across where your weapon has both maximum momentum and your body is mechanically aligned to back the weapon with your maximum generatable force. If the weapon strikes something before that, you must choose between delivering a glancing blow or being knocked off balance. If it strikes something after the effective region it will certainly be a glancing blow, because you are in the process of changing its momentum to deal with whatever situation is going to develop. Having a larger effective region is actually typical of an unskilled fighter, because it is wasteful in terms of speed and power, and exposes the combatant to counterattacks.

This all comes about because combat between skilled fighters is more often a game of speed and positioning than a game of force, and you want to deliver a blow with maximum force exactly 'there' and then quickly prepare for the next situation. Interestingly enough, stabbing (a straight forward thrust) is one of the most stable attack motions; it's effective region starts just after the hip and lasts all the way through the extension of the arm.

I suppose that from a game development perspective this stuff may seem a little pedantic, but it's something to consider.

In Topic: Need usability suggestions for galexy map

26 April 2011 - 07:03 AM

Hey good work there!

I watched that video you linked, good stuff. I would personally prefer the stars shrinking to points when I'm viewing the galaxy, instead of seeing huge balls of fire that seem to be lightyears across.

Also, putting labels in boxes might help the ui look better, and I would consider even putting some kind of outline around planets and stars that are visible/inspectable/what-have-you.

Also cool song

In Topic: Feedback: Cyber Steam Wars (GDD)

24 April 2011 - 04:42 PM

Hello everyone. I would like some feedback and recommendations to obviously improve my writing.

Try to include spaces between words; e.g. "for the" and "will get"

You seem to really like the words cyber and steam... maybe look up some synonyms

The idea seems fine, you should go make it, and come back with design issues that crop up in the development process. Visit the 'For Beginners' forum for advice on how to get started.

When you say 2.5D side-scrolling brawler, do you mean like double dragon?

In Topic: Balancing Magic in Games

24 April 2011 - 04:29 PM

Definitely go play Magicka, a wonderful example of a new, creative, clever, player skill oriented, engaging, and various other adjectives, magic system.

Beyond that, if you don't know how to approach magic in your game then as Khaiy said;

...from the story/setting side. In your game, what is magic? How does it work? Why can people use it? What effects has the existence of magic had on society? Starting to answer those questions, and keeping the answers as consistent with each other as possible, will help you see how you want characters in your game world to relate to magic, its use and limitations, and so on. That will be a more creative approach than assuming the normal fantasy-video game tropes and simultaneously trying to escape from them.