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Alpha_ProgDes

Member Since 05 Jul 2002
Online Last Active Today, 09:32 AM

#5242979 To use mana or not? (that is the question)

Posted by Alpha_ProgDes on 27 July 2015 - 08:58 AM

When you encounter monsters, combat is turned-based and each character can perform one attack or special skill (based on class) per round. However, there is several ways to handle this:
 
1. All skills (including basic attacks) are "equally good" and you can choose anyone each combat round (used in darkest dungeon)
2. Like 1 but each skill has a cooldown of X turns. More powerful ones have longer cooldown. Cooldowns only refill during combat, not while exploring (so CDs will remain into next fight).
3. Skills cost mana/energy to use, so more powerful skills use more mana, forcing you to plan. It regens in town only (maybe with rare potions as well.
4. Use both CD and energy (like most MMORPGs, like wow)
5. No mana is used. Skills are limited use. So you can only use ice bolt 2 times and healing wave 1 time. Resets in town.
 
What are your thoughts on this? Each character already has HP and morale bars, so another bar (mana/energy) might be too much.


1. Aside from variety, I don't see the upside to this.
2. Cooldown should refill during exploration. IE. they should be reset at the start of every battle.
3. Standard and fair.
4. IMO, that's a bit punitive to the player. Is there an in-battle reward in using spells? Is there a way to overcome this as a team? EX: can a player speed up cooldowns of other players and/or replenish mana of other players?
5. I'd save that for the Legendary difficulty setting.


#5242665 Breaking out of a nested loop

Posted by Alpha_ProgDes on 25 July 2015 - 01:52 PM

If you've got two for loops you're looking at O(n*n) execution times.

 

I'd be tempted to refactor the code and eliminate the for loops if possible but that's just me...

 

In all seriousness, I'd be interested to see that.




#5242176 Where to begin

Posted by Alpha_ProgDes on 23 July 2015 - 08:38 AM

This might help:




#5241597 Know almost nothing about Game Development; Here to learn

Posted by Alpha_ProgDes on 20 July 2015 - 02:53 PM

Go to Tom Sloper's forum (here on GameDev) and read up on the information there.




#5241219 Where to begin

Posted by Alpha_ProgDes on 18 July 2015 - 10:17 AM

Take a quick read of this article: http://www.gamedev.net/page/resources/_/technical/game-programming/your-first-step-to-game-development-starts-here-r2976

 

Then google any of the games listed in the article to learn how to program them.




#5241189 Is there software that creates Game Design Documents?

Posted by Alpha_ProgDes on 18 July 2015 - 04:41 AM

Well the OP of this thread seems to have made some GDD creation software. I thought it was interesting. So, again, I wondered if there was anything else like it. But it seems most people just use a collection of tools.




#5240862 How do you write this down?

Posted by Alpha_ProgDes on 16 July 2015 - 12:11 PM

Meow.

bool meow = (v > 0);

Comp comp = (meow? std::less : std::greater);
Oper next = (meow? std::next : std::prev);
Oper prev = (meow? std::prev : std::next);

Func predicate = (meow? doA : doB);
Func operation = (meow? doB : doA);

while(comp(x))
{
    next(x);
    y+=x; // keeps the same
    prev(y);
    z+=y; // keeps the same
    next(z);

    if(predicate())
        operation();
}

.

But honestly, depending on what your code actually does, with proper variable names and descriptive comments, I probably would prefer your original code just branching into two separate loops (especially if this section of code is a performance bottleneck). Sometimes code that appears superficially similar can be overly generalized to the harm of your codebase.

 

I must say that is the most elegant C++ I have ever seen.

 

I am honored to be witness to such an event.




#5240604 Improving my architecture design and career

Posted by Alpha_ProgDes on 15 July 2015 - 03:46 PM

Pragmatic Programmer is a good start. There are two more books on Design Patterns that I'm reading currently. I'll post the names later.

 

EDIT:

Adaptive Code via C#: Agile coding with design patterns and SOLID principles

and

C# Design Pattern Essentials




#5240365 New Game Programmer!

Posted by Alpha_ProgDes on 14 July 2015 - 06:02 PM

The first question is this: Have you ever program a simple, plain Hearts game?

 

If the answer to this question is no, then I would suggest doing that before committing to any "improvements" on the game or the version of the game itself.

 

If this is the first game you've ever programmed and your goal is to write code and create games with that code (ie. game developer/programmer), then you should probably write the game from scratch.




#5240121 Explain: Finite State Machines

Posted by Alpha_ProgDes on 13 July 2015 - 02:19 PM

Wait. You're the Tutorial Doctor. Why didn't you just read a tutorial?




#5240073 Help in creating a game engine.

Posted by Alpha_ProgDes on 13 July 2015 - 08:31 AM

I'm going to take the opposite approach and yes. If you have a team who have some knowledge of 3D art and programming. And you are making a BASIC 3D game engine. Then yes. It doesn't have to be able to render every type of 3D game. It just needs to render and run one type of 3D game. For emphasis, BASIC 3D game engine.

 

I would expect it to do the following:

  • Play music
  • Play sound effects
  • Load simple textures and tiles
  • Load enemies
  • Load enemy ai
  • Load player
  • Have collision detection
  • Have a camera (bonus: a moving camera)
  • Use keyboard, mouse and controller to control character

 

No one is looking for Halo (any version of it). If you're team could figure out how to do that in a year and you have the time and dedication to devote to it, then IMO, go for it.

 

I would be expecting OGL 1.1, N64, PS1 level games from your engine. And I would expect the code to be messy as hell.




#5239931 Game engine or programming luanguage?

Posted by Alpha_ProgDes on 12 July 2015 - 12:51 PM

When i tried to look this up on google some people said that if you know a programming luanguage you can make a better game because you are not limited by what Unity offers but games like:endless legend,cities skylines,rust are made in unity and seem like very good games.Can someone explain me how this works?Do they combine in some ways?

 

First when trying to figure out what to use, ask yourself this: what game are you going to try and make RIGHT NOW. After you have answered that question, the decision between engine and language becomes easier. But to answer your question directly, an engine and language can both be used. It is not one or the other. Most times you will use both. What it comes down to is: time and complexity. And that depends on the scope of your game and the level of your experience.

 

I hope I vaguely answered all of your questions :)




#5239923 When you realize how dumb a bug is...

Posted by Alpha_ProgDes on 12 July 2015 - 12:30 PM

When my website breaks because in Javascript I passed:

var someObject = {
     name: 'Ha',
     place: 'Nowhere'
     option: 2
};

Instead of:

var someObject = {
     name: 'Ha',
     place: 'Nowhere'
     option: '2'
};



#5237779 Virtual Currency Implementation

Posted by Alpha_ProgDes on 30 June 2015 - 07:58 PM

No, no, no. That's not how this works.

 

Your website should have all pertinent information about your project (ex: how it works, why it works, why it exists, what's its purpose, what problem is it solving) and your team (ex: who you are, your past experiences, affiliations, current projects). All of that should be on your page, before we even look at a login screen. We're not going to be hunting down information and jumping into other forums for you just to find out what you are about.

 

You need better presentation and articulation. This is looking a bit amateurish. And as Buckeye pointed out, this is the wrong forum :)




#5234186 Is way too much player freedom bad?

Posted by Alpha_ProgDes on 10 June 2015 - 09:41 PM

If you kill the NPC whether they are mission-critical or mission-initiating, then what's the consequence? What does your decision tree look like? Is there a way to fill the void if you go kill every non-minor NPC?

 

IMO, "too much freedom" only applies when you break the game or the immersion of the game. Otherwise, sky's the limit.






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