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suliman

Member Since 19 May 2004
Offline Last Active Today, 12:12 AM

#5170873 avoid ships colliding?

Posted by suliman on 01 August 2014 - 07:08 AM

Hi

I have a topdown 2d ww2 naval games with warships (destroyers, cruisers etc) running around (Think "navyfield" for the scale).

You Control a ship and have ai-controlled support ships, and the enemy has their ships (might be 10 ships in a fight)

 

Its realtime and no tiles, ships move "physics-based" taking time acc/deaccelarating, turning sluggishly (especially larger ships) but scale is rather arcadish so you can easily get close ("ram") other ships. Also ships need to go close to get within range for their guns. Each ship is controlled by turning and engine power.

 

So how do i make ai-ships avoid crashing into eachother/enemy ships? When facing other ships, if one turn and the other turns the same way they may just still crash into eachother (and so on...)

 

Im looking for a simple solution that works acceptably! Dont need to be perfect.

 

Thanks

Erik




#5147550 Scaling in 3D aircraft game, objects look too small!

Posted by suliman on 16 April 2014 - 11:27 PM

cool guys, thanks




#5137281 common default control mappings for fps/rpg's

Posted by suliman on 08 March 2014 - 02:44 AM

Plz for the love of god make it customiseable! Then deafault setup is not as important (of course it should still make sense). 

If keys are not customisable in a game, i will problably not play the game (and many gamers are like this).

 

The weapon shortcuts for fallout 3 (maybe similar in oblivion?) was not very smooth and seemed to be taken straight from the console version.




#5137186 Quantifying insanity.

Posted by suliman on 07 March 2014 - 02:39 PM

I guess you have played "dont starve" given the game design. The very simple system they use works fine for that setting. 

 

If you want to make it more complicated that works of course, but why is 10 000 max? Seems arbitrary. Will it be shown to the player? Then use 0-100 or some other more understandable number. Adding more zeroes usually just annoys the player. If you want higher precision show decimals (when needed), but dont clutter the screen with useless information (such as super high precision).

 

If only used internally, why not use 0-1 for this meter? (1 usually means full).




#5134178 Zombie overlord in a boardgame?

Posted by suliman on 24 February 2014 - 01:32 PM

Hi

Im planning a co-op boardgame about surviving the zombies and holding out until help arrives. But i want one player to be secretly against the others and mess up the plans just enough to not be exposed. Problem is it doesnt really fit with the zombie setting. Could there be a zombie overlord that secretly controls the zombies and want them to fail (so his/her zombie minions can feast on some nice brain).

 

Or any other solution to this?

Thanks 
Erik




#5131039 Early game Civ-like game

Posted by suliman on 13 February 2014 - 08:32 AM

Early civ is exploration, claiming good land and planning for mid-game (where to expand, who to defend against). This is great fun and often very important. You can add fluff like ruins that give bonuses when explored if you want. But adding too much stuff early on will feel artificial and remove the feeling that your empire actually grows (you SHOULD have more stuff to manage later on, it's an empire-building game).

 

That you do "less per turn" in the beginning isnt a big problem as you just press "next turn" quicker (single player turn-based). As stated:)




#5128032 how to prevent save cheating? (for games where saving is NOT allowed)

Posted by suliman on 01 February 2014 - 04:16 PM

Hi

In many games such as xcom or others, there is a big point in the player not being able to go back if something went "bad". Actions should be permanent. The punishment/difficulty for "failing" something ingame can differ, but generally you don't want the player to be able to cheat.

 

However it seems to be hard to technically prevent save cheating (the user just finds and backups the "savefile" and restores it later). Any good way to actually stop this from being possible? Hide or nest files or something? I mean, if i save progress in the exe instead of in a separate "savefile" the player can just backup the exefile...

 

(And plz dont just answer "if the player wants to cheat, let him/her". That doesnt help me.)

 

Thanks!
Erik




#5125654 Name generator

Posted by suliman on 22 January 2014 - 09:10 AM

For use for characters in games, randomly assigned (first and second name) to new actors in the gameworld. I need txt-file of 500 or more of names listed something like this:

 

Bill Billman

James Carpenter

Ar Kelly

etc

 

but with african names.

Also any namesets are useful for the future. As stated the generator above does exactely this but doesnt have all the namesets i would prefer. They use open lists, birth registries etc but i dont find such sources myself. Keep in mind that picking one name at a time is too time consuming.

 

Greatful for any tips




#5123849 Name generator

Posted by suliman on 15 January 2014 - 06:20 AM

Hi

I need lists of many names (first and/or lastnames, preferable both) for some african languages, ie swahili/kiswahili and others.

 

This is a splendid tool

http://www.fakenamegenerator.com/

As you can order txt-files with thousands of names (good for parsing into your game) but they dont have african names (exept Igbo and Eritrean language).

 

Any tips?Any database i can access or generator like the one mentioned above?

Thanks

Erik




#5118328 Challenging mining game: fun or misery?

Posted by suliman on 20 December 2013 - 03:45 AM

what if payoff is higher the deeper you go. But if you die, you loose all gains from that specific dig.

 

So you can play it safe after a while and go home for a small profit

or

Keep going, hoping for a huge nugget of gold, but risk loosing the "safe gains" as well (for this dig)

 

Might work!




#5118121 Naming time? (how to measure time ingame)

Posted by suliman on 19 December 2013 - 08:17 AM

Its for the player to see. 

Its directly translated to game realtime, but the user can set timecompression like x0 (pause), x1, x2, x4 to make time go faster

 

Immersion would be nice, but since realistic units (days) accentuates the problem in time-scale between different gameplay elements im not too fond of it...




#5114937 Does this work? (clear enough)

Posted by suliman on 06 December 2013 - 02:16 PM

 Ok tried some stuff. But its hard:)

 

Symbols to the left, actual units to the right. Smaller (full figure with all of legs included) didnt work at all. I think these mid-sized figures (to the right in the image) will be hard also since there is so many different unit types. This is only 3 types...

 

Any ideas? Maybe the map itself makes it hard... And tiles are small, but they need to be this small.

 

screen2.jpg




#5113007 Reaction fire problem (turnbased tactical game)

Posted by suliman on 29 November 2013 - 10:39 AM

Hi

Im designing a turn-based tactical game with squads of around 6vs6 soldiers with modern day firearms (think old xcom or fallout tactics). Player vs AI.

 

My reaction fire work like this:

1. You save timeunits (TU) so you can use reaction fire for a soldier

2. He will fire if enemy comes within line of fire at reduced accuracy and increased TU-cost. Normal damage.

 

But how to avoid a player from setting up all his soldiers in a good (and concentrated) position, activate RF for everyone and simply wait until enemy comes into the trap, one by one. It seems very hard to code AI that would not be weak to such a "tactic".

 

I know setting a timelimit against the player would force a more active (agressive) gameplay but it doesnt suit well with my theme.

 

Thanks for your input

Erik




#5112166 Simulation RTS Resource chains

Posted by suliman on 26 November 2013 - 09:51 AM

Are you sure you want hundreds of resource types? Typically even 30 starts to get annoying for the player. And as the count goes up the destinction between them fades out and turns into a mess. It also nearly impossible to balance.

 

Possibly you can have clear "classes of resources" with subresources, such as

 

Class metal (for structure, but the subclasses give different buffs)

steel (heavy)

alu (light)

spacemetal (medium weight, extra hp)

etc

 

This would help the player understand the rules of your (seemingly) complicated system




#5106700 Does this work? (clear enough)

Posted by suliman on 03 November 2013 - 10:24 AM

i think having a little guy with a spear etc instead of just the weapon will be too small, and thereby too hard to differentiate the different types (like 10-12 types) sadly...

For example i have both spear and pikes. And as symbols its ok. But as actual units i think it will be too small.

 

Otherwise good points. Anyone else?






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