Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 17 Oct 2002
Offline Last Active Yesterday, 10:14 PM

#5033861 Doing a turn based rpg battle system

Posted by on 18 February 2013 - 01:13 PM


#5028850 My GDD

Posted by on 04 February 2013 - 06:13 PM

Thade and Milcho covered most of the things I would have brought up. But a solid re-read is highly recommended; grammer/spelling errors abound.


I did however want to reiterate on the rape point. This is not a subject to be taken lightly. While I understand its importance to your plot (jenna becoming pregnant by West's (who I assume is "Scott") baby) it is still just a bad idea. 


Just one other point I should make real fast: Do NOT put your personal email on anything that sells more than 5 copies. Putting your personal email even on a support website is not only unprofessional but something I really just cannot recommend (mostly for your sanity's sake).

#5025578 How long would it take to...

Posted by on 25 January 2013 - 04:39 PM

Learning all of the commands/syntax in C++ is barely 10% of the battle. Really it comes down to logic and math, while there are certainly different paradigms used in different languages the process is mostly the same. Still C++ requires you to think about more of these simultaneously as it doesn't handle any of it for you. 


Think of it like learning a musical instrument. You can learn all the keys/strings etc but you still won't be Aerosmith overnight.

#5024899 [Unreal 3][MMORPG] Source code importance.

Posted by on 23 January 2013 - 04:57 PM

I think it's been said pretty well above but if you are not sure of it's value then you should not be making that call. But further to that point is: if you want to build a high end MMO and 1 Million even makes the balance sheet then you do not have enough capital to pull it off in todays highly competitive market. Not in a way that will recoup your costs anyway.

Look at it this way: if you are comparing 35% royalties to 1 million up front (as if they are equal) then you are explicitly stating that you INTEND to make < 3 million dollars.

If you intend to make less than 3 million, but you are going to spend > 1 million then I recommend a different avenue of approach.


But if you really have that kind of money to blow feel free to hire me. I'll build it all for you for a scant 1 million dollars!


#5022708 Medieval RPG Ideas

Posted by on 17 January 2013 - 06:19 PM

I recommend a lot more time investigating how games are made and just how much work making even a simple game is before tackling something like this. 

#5019598 Tile-based games. What kind of tiles? squares, hexagons, triangles?

Posted by on 09 January 2013 - 02:10 PM

You didn't put isometric on this list, but I don't really recommend it if you are new to making games. If you are new to games in general go with squares. There is tons of free and placeholder art for you to use and the math couldn't be simpler.

If you've done a few complete games in the past and are just looking to broaden your horizons and such the hex grid may be a delightful challenge to prepare you for bigger things down the road.

Don't do triangles.

#5019544 Removing NPC economy.

Posted by on 09 January 2013 - 11:52 AM

Anyone remember Asheron's Call 2? .. no, of course not. They tried this. It didn't work.

Buying and selling goods takes time, is monotonous, and requires having goods worth buying and selling. It's why player economies in games are all focused around the "better items" and not rat fur #6billionand4. Even if every item is useful in some way, some will inevitably be less useful than others and will become the grey 'garbage' items, kind of unavoidable. Sure, even in wow you could sell your grey total crap items, but who would care or want to buy them? Also it's been shown that having too many valuable items makes them seem worthless and having no items at all, while possibly a break from the grindhouse games of yesteryear, will inevitably have issues keeping players interested (and isn't really what you were going for anyway). In short, I would love to see it happen but I just don't really see it working that well.

#5018569 Efficiently Detecting if objects are out of screen?

Posted by on 07 January 2013 - 06:24 AM

Quad/Octrees are a good solution (and by far the most used solution to your problem) but you are correct, moving objects are going to have to be updated every frame anyway regardless of octree (but you could do half/quarter step updates on things far away or not recently seen) but in general you should be separating your objects into "dynamic" and "static". That way you only have to loop through your dynamic objects to check for updates, you can even have objects with the ability to change from static to dynamic and back again. (in the case of a physics engine anything with a velocity of 0 you can stop checking if it changed position). 


But my bigger concern about your question is the efficiency of your array and culling function. 10k objects/frame is *tiny* on any modern computer you should be pushing millions of ops a second. Probably my first question would be: is this 3D or 2D? Second: can you show us your cull loop?

#5018408 Tile Map Collision

Posted by on 06 January 2013 - 08:51 PM

On collision you need to exit the loop. It only works on the last one because it will always run through the entire tree and always overwrite your 'collided' variable with the last "2" that was found.


I would give you some advice on how to restructure this but I don't know how you are trying to use it.


The simplest fix would be instead of collided = true; to simply do "return true;" remove the else and at the end of the loop do return false;


But I would say you need to rewrite this completely since you can obviously index into your array. (you're already doing it) and only test against the tile that you need to know if it had a collision on, instead of running a loop testing all possible points.

#5015351 Can Anyone Suggest A Good FPS Program?

Posted by on 29 December 2012 - 12:56 AM

Use UDK. It's by far the easiest way to get a good looking, high quality FPS in minimal time. Great community at the UDK boards as well. 


#5010423 An Unfocused Discussion

Posted by on 13 December 2012 - 07:34 PM

The main thing is, for me, it's uncomfortable to share ideas. I really don't like the attention or specific discussion OF me. It's an odd thing, I know. I'm not even a shy person, I'm more sociable than most and usually do have the spot light. But sharing my own genuine thoughts? That's really frightening.

Whatever your motivations for not sharing may be, it's actually quite refreshing to see a new member who just wants to talk about game design in general as opposed to getting specific help for their own idea/s.
Welcome to gamedev sir.

#5009991 Modular game world

Posted by on 12 December 2012 - 04:28 PM

I've mulled over this same thing many times. I love the idea of several smaller teams each making a unique game that would eventually be part of a larger game (be it mmo or not) but after awhile I came to the conclusion that there needs to be a "main team" that is in charge of the game, as a whole, that would stitch the pieces together and be in charge of making sure the pieces fit together in some kind of coherent way. I think as a single team though creating many small games as proving grounds for individual components of a future idealistic game is a great approach.
As far as modularity, however, It's unlikely to work well. Games, in general, are so entirely custom and even slight variations modify gameplay quite a bit. Look at shooters... you could say the gameplay aspect is modular there but each game has its own tweaks, stack, control flow, and many other aspects that make it 'feel' unique even though on the surface they may seem like the same game.

#4997731 How powerful is Java?

Posted by on 05 November 2012 - 03:10 PM

I was once tasked with creating a game in java. Here is what I learned:
  • Java is a terrible environment to work in. Debugging is atrocious and the tools for it are from the archaic at best and intentionally tortuous at worst. (compared to something like VS2010/2012).
  • Speed wise it's incredibly slow but it's been mentioned several times here that for an indie team or a beginning developer you are not going to be pushing the envelope so don't worry about that.
  • Java applets (so you can have a user play on/in a webpage instead of downloading your game first) means a lot of extra headaches not least of which is securing your assets.
  • Java updates will constantly break your build and having the JDK on your computer will drive you insane.

That said, I don't think that speed should be your primary concern if you are just starting out in game development. C++ is much harder to develop and poorly written c is still going to be slow perhaps even slower with more memory leaks and crashes.
My recommendation for most new developers is C#. It's a SOLID language with incredibly robust tools, tons of support and an awesome community at the XNA forums. With some clever code you can attain perfectly reasonable speed even on heavy weight 3D applications. If your end goal is to be an engine developer somewhere like Epic or Rockstar games you need to be learning C++, otherwise pick a language that makes you comfortable with tools that you can understand.

Obviously you can tell I didn't personally like working in Java but then I'm an old fogie C developer. Hopefully you will take what I said with a grain of salt, evaluate the tools/language for yourself and make an informed decision you don't regret later.

#4996340 Resolution ( full screen vs windowed )

Posted by on 01 November 2012 - 04:56 PM

I hope you're not using an absolute scale for your mouse coordinates. That would make me a sad panda :( Arbitrary scale from 0-1(float) is practically mandatory.
On the resize issue particularly, you may be attempting to switch to a mode your monitor does not support. Before hard coding values for it to switch to make sure to get the list of available resolutions (and keep in mind just because it supports a resolution does not mean it supports your format/refresh rate). Also, add error checkers around all of this code.
As another aside, do NOT name your member variables as the same spelling (and capitalization) of your class names... Viewport, for example, is never explicitly used in your above code (except to print the size) and if this had been a clip instead of a full function I wouldn't have been able to tell if it was a local or member variable. :( And oh god no.. OnResize/OnResize()... that's just.. painful.

#4986949 Communicating with Programmers

Posted by on 04 October 2012 - 05:29 PM

You should have a solid understanding of math. It will help you more than you realize.