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Member Since 30 Jun 2003
Offline Last Active Jan 18 2016 08:38 PM

Topics I've Started

Javascript / angularJS OO and Code Separation Techniques

28 September 2014 - 05:36 PM

Hey All,


I'll be the first to admit I don't know much about javascript programming but I did use it to create my entry of the week of awesome 2  competition. Now that competition is close I'd like to continue developing my game but before I continue to build on to what I've already got I'm looking for advice on how to better structure my code base. As how things currently stand I have one js file consisting of a 1000+ line controller.


Its made up of several sections:

  • Game Data - Holding all the variable related to the current game state.
  • Actions Lits - These are list of all the available actions in each room, along with descriptions of the actions, whether they are enabled, how many times its been called and a maximum number of times it can be called, not relevant to every action.
  • Story Data - This is just arrays containing text displayed at different times to the user, and any accompanying image data to go with the text.
  • Action Methods - There is a set methods that deal with performing an action, enabling, and disabling actions, and resolving the action and whatever the success and failure results.
  • Popup methods - These methods deal with displaying and handling input from popup boxes displayed to the user.
  • Combat methods - The methods that deal with combat.
  • Stat Change methods - This is set of methods that wrap the common functionality around changing any of the main character stats.


If I was doing this c# or java I'd be able to break all of those into different classes or spread the functionality across multiple partial files without a problem.  But when using them inside an angularJS controller I haven't go a scooby as to how to go about it.


Any good tips on how to proceed?  I don't want to end up with one file that's over 5000 lines long.


Last Toy in the Toy Box

25 September 2014 - 08:41 AM

Well I'm running out of time to finish my WoA2 game and not finding the time to work on it so I thought I't tap in to the collective genius of the game design community.


The Last Toy in the Toy Box


Road Map:

  • More Rooms:
    • The Nursery

    • The dark upstairs hall.

    • The bad girls room

    • The sinister attic

    • The creepy staircase

    • The living room

    • The deadly kitchen

    • The scary basement

  • Two more toy characters that can be found to join teddi on his quest.
  • Puzzles
  • Problems
  • Challenges
  • More Story
  • Multiple Endings

I'm thinking two endings


Ending 1 - Teddi and friends escape the house. Goal build some kind vehicle that they can use cross the endless lawn to world beyond.

Ending 2 - Save the house.  Harder to achieve requires removing the curse on the house and braving the harder areas like the attic and basement.


Still trying to figure out what 2 toy friends to add they should each be unique and provide ways of solving problems that teddi can't solve.

Thinking of a broken ballerina doll which you repair with an arm and leg from a toy soldier.


Any suggestion for the second friend?


Also I'm looking for ideas for challenges and problems for teddi to deal with as will actives to do in the rooms.

For the nursury I'm thinking

Problem - Save Princess Ballerina from the Rat King

Problem - Hide the toy box from the stranger

Problem - Find a way to bring light to the dark hallway


Ideas? Suggestions?

Chance, Choice, or Conspiracy?

31 July 2014 - 05:54 PM

I'm trying to decide how to handle multiple card outcomes in a competitive/coop survival game.


The traditional way would be to roll a d6 and consult a chart on the card. The roll determines the outcome, and this works fine but it means the outcome is based on chance.


Another Idea would be each outcome has a colour mark beside it lets say black, red, blue, white. At the start of each turn the player chooses or is assigned a number of coloured tokens and they can spend those tokens to decide the outcome of events.  This way the player is making the choice on what outcomes they receive at least initially but if they receive a number of encounters on a single turn they may have no choice but to take a bad outcome if they've already spent the tokens that would give a good outcome. (There could be a help mechanic here where another player can give them a token from their supply)


The third idea I have is the conspiracy idea.  A player encounters an event it has colour coded outcomes as above but the other player vote in secret placing a face down colour marker which are then revealed to determine the outcome for the player.  Whichever outcome the group decided on is the one you get.


Fourth.... I don't really know one player decides in secret.


Fifth.... you can choose to roll or any player can spend a token to decide your fate instead of the die.



So for example let’s say you have the event


Military Cargo Crate

While wandering through the wasteland you discover an intact military cargo crate.


Pay 1 Computer Code to draw a random gear card




Attempt to Hack the Lock


1 (red) - The crate is rigged and explodes causing 1 wound.

2-3 (white) - Despite your best efforts you can’t get it open.

4-5 (blue) - No puny lock is a match for you, you gain a random gear card.

6 (black) – With your skills you not only unlock the crate but salvage the explosive. Gain an explosive and 1 random gear card.



Or the event


Half Empty Whisky Bottle

Its whiskey not great whiskey but good enough to share.


Choose another player you both draw 1 story card




4+ (white) - There is enough for a second round you and player of your choice draw a story card.


Survive together but only one can win

07 July 2014 - 12:22 PM

I've been toying around with an idea for the last day or two its still just an initial concept but I'm trying to get an idea if there is anything similar out there I can look at.  The core idea is based on game theory specifically that idea that the players have to work together to survive but only player can win. 


The basic concept I have at this stage is that players are marooned on an alien planet. Each player has a character type each with a unique victory condition there are also a couple of chance base victory conditions that can occur once certain conditions have been reached.  


For example:

The Cultist -  Only wins if they are the last surviving character on the final turn of the game.

The Engineer - Wins if they have the parts to complete the short range teleporter and help arrives.

The Heiress - Needs to recover her lost heirlooms and help arrives

The Assassin - If their target dies in an accident and the assassin has the transponder then they win.

The Parasite -  Wins if all players become infected.

The Explorer - Wins if the secret of the temple is uncovered.


Help arrives is an event that can occur after the communications relay and distress beacon have been repaired. One character gets rescued promising to send help for the rest...


All classes have a bonus that applies to all events of certain type but only if the player has revealed their character.  Initially characters are kept secret players can choose if and when to reveal which character they are or may be forced to as the result of an event.


Players forage for supplies, which they can horde or share with group. They can work together to rebuild parts the ship and deal with events but in the end only one can win.


Its still very rough at the moment but that's the core of the game.

Death and Dead Ends in Adventure Games

06 March 2014 - 06:16 AM

I'm working on an adventure game for #cyberpunkjam its an adventure game a bit of modern taken on the old choose your own adventure books. The game is very time sensitive every action you take consume time and there is no extra time available to win the game.  I've designed 3 possible ways to win, each with a different ending. But performing a wrong action at any point should result in you eventual loss.


Its only a short game but is this old school approach too tough for modern gamers?


There is a big difference between death and a dead end.  Death is instant you get the game over right away and have to restart for the beginning.  Well in most cases but there actually 2 delayed death actions.


Dead ends on the other hand are different.  If on the suave  path you choose to visit a location you don't need to go to you waste precious time which means you'll be unable to complete all of the required actions in time. There is no feedback to this effect, but you are now in a state were the game is unwinable.


What do people think? Figuring out how to win is the main point of the game so dead ends seem mandatory to me.  But it does break the instant satisfaction and all ways winnable paradigm that exists in modern gaming. After all long gone are the space quest days where you can miss a keycard at the start that is required at the very end.  Or old school shooter games where you could get to boss without sufficient health or ammo to beat them.