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Member Since 21 Jan 2002
Offline Last Active Jul 28 2015 04:30 AM

Posts I've Made

In Topic: The dream game that i want to create, but can't due to lack of resources/...

19 June 2015 - 03:53 AM

An "FPS" martial art game - like an FPS but all combat is hand-to-hand. Basically, like being Neo in The Matrix II - being able to control your limbs rather than bash combos, use swords/weapons, etc.


I still think about it some time, I never decided if the very nature of it means it would be impossible to play since most of us aren't martial arts experts :)

In Topic: What Do You Think Of Micro Apartments ?

17 June 2015 - 02:22 AM

I despite urban life, I despise neighbors, I despise proximity, and I really enjoy amplifiers of various types that produce very high sound levels. Micro apartments are a remarkable curiosity, but they're for idiots who think living in <X> city is worth sacrificing quality of life over.

Rather short-sighted. For many, having the culture and cuisine of the world at your fingertips IS quality of life, just as for you peace and quiet is.

In Topic: Am I crazy for wanting to switch from Ue4 to Unity?

28 April 2015 - 02:06 AM

Are you already using multi-CPU compilation? Incremental builds? Pre-compiled headers?


Your project is very small so that sounds a long time for a build on a modern PC to me.


You'll also achieve more by better planning of your code, that way you won't have to be changing your core headers all the time :)

In Topic: [RTS] How to encourage base-building without the game taking too long?

31 March 2015 - 04:19 AM


You could make the base building a separate offline step, sort of like building a deck in a card game.


This. Explicitly separate the phases. Every player starts out with a set amount of resources and before the game proper starts, is allowed to put together a base, but not move units or attack - they may only place units, which take an instant amount of time to build. When the players are finished, they proceed to the next phase, which is the actual battle. Basically you'd skip through the early game while removing the need for reflexes and set build orders through that phase.


And actually prevent base building during the battle phase? It's an interesting idea - allowing you to repair (and maybe replace) damaged buildings would be nice but separating the phases could work. You set up your defenses and resource gathering and this will play a part in how effectively you can build troops.


As a side-effect, building your base defenses first will automatically force players to build bigger armies because initially, the defenses will be massively over-powering.

In Topic: [RTS] How to encourage base-building without the game taking too long?

30 March 2015 - 06:28 AM

Remove building times and come with a finite amount of resources perhaps?
That way, your base building will hit the ground running.
I don't think I'd want it to be like that the whole game, but some introductory "fast build" phase might be an idea. The first 5min you can build without time limits and only after that does the game properly 'start'.