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Geoffrey

Member Since 02 Oct 2004
Offline Last Active Dec 17 2014 04:10 AM

#5160377 CCG inspired game mechanics

Posted by Geoffrey on 13 June 2014 - 04:28 PM

Battle Cry's quite a cool game!

It isn't super clear what you're looking for.  Lots of modern games have collectible elements, e.g. the numerous gun unlocks in Call of Duty, ship variants in FTL etc.  The collectable mechanic is used a lot because it tends to keep people coming back for more!  However these games lack any kind of 'deck building' component.

I'm always quick to recommend Spectromancer, a game with creatures, spells and moment to moment gameplay a bit like a CCG - but no deck of cards and no deck building (at least in a standard duel).

Also feel free to ignore this self-promotion, but I love CCGs so much I developed my own, The Trouble With Robots.  It does have conventional cards and decks, but is a single player game where you fight waves of enemies rather than participate in online duels.  It also has real time elements and ditches the mana system for something simpler.




#5160312 Elements of Minecraft

Posted by Geoffrey on 13 June 2014 - 09:03 AM

I've thought about this a lot and I think Minecraft has three important ingredients:

(1) You make your own story.  You're free to decide what to do, where and when.  The procedural world really helps to make this work out.

(2) You become attached to the stuff you make.  It's easy to start building, but what you make is unique to you.  This fosters a sense of attachment and pride in your work.

(3) Working towards an accomplishment.  Once you've got the hang of the basics you can plan and build something impressive, and this is the sort of 'satisfying hard work' most people wish real life was about.

 

I don't think the specifics of the crafting system, mobs etc are important - these are just incidental details.




#5112100 Digits of Pi

Posted by Geoffrey on 26 November 2013 - 04:30 AM

Output:

Brains blown out: 834503
Brains not blown out: 4998343
Things did not go as described in the problem: 4167154
Frequency of brains blown out given that things did go as described in the problem: 0.14307

 

Nice demo.  My method was to substitute the problem for an equivalent one that's easier to reason about:

 

Suppose there are two guns with six barrels each, and a bullet is put into a randomly chosen barrel of one of the guns.  You then play Russian Roulette with just one of these guns, again at random.

 

This is equivalent to the original problem because there is still a 50:50 chance that you're playing with a loaded gun and the location of the bullet if present is still random and fair.  However the intuition is now that there are 12 equally likely places that the bullet can be (2 guns x 6 barrels).  Having ruled out five of them (the barrels already discharged) we have seven remaining locations where the bullet could be, no information about which of these is more likely, hence a 1 in 7 chance of blowing our brains out.

 

That's another good example of mathematics being unreal. The chance of killing yourself in Russian Roulette is known to be considerably less than 1/6 with the first shot.

Why? Because the gun doesn't care that you say it's a 1/6 chance, but gravity makes sure that most of the time the loaded chamber stops at the bottom.

Insofar, the person getting the 3rd shot in row has by far the highest chance of blowing their brain out, if there's a bullet in the gun.

 

That's interesting, though in this case I think such a practical consideration would further improve your chances on the 6th shot (better than 1 in 7) as it's near the top again.  Another practical consideration is that one could possibly detect the presence or otherwise of the bullet by it's weight.




#5111906 Digits of Pi

Posted by Geoffrey on 25 November 2013 - 12:46 PM

Will anyone give my problem a try? You can write a simulation, if you can't think of the math...

 

Fairly sure it's 1/7.




#5004996 Sprites and Atlases

Posted by Geoffrey on 28 November 2012 - 10:53 AM

The system I use has what you call animation frames as objects in their own right (I call them cells). There is a function to find one by name, and after that you can pass around a pointer to it just like you do with the parent in your example. In fact, the cell knows it's parent so you don't need to pass that around separately. So my code to create an instance looks something like this:

cell = cell_manager.lookup_cell("example_cell_name");

new_sprite = std::auto_ptr<dx_sprite>(new dx_sprite());
new_sprite->set_cell(cell);



#4995013 Crippling Fear of Unoriginality (Any Advice?)

Posted by Geoffrey on 29 October 2012 - 05:33 AM

I still cannot help worrying about someone thinking I copied them and starting some sort of Twitter mob to destroy my company before it begins.


I'm not sure if you meant this literally, but I'll say this anyway - if you're a new developer such a mob is probably just as likely to make you (via publicity, people checking out your game to see what all the fuss is about) as to break you (via negative publicity) anyway. This is probably especially true if your game is interesting enough that others will step up to defend you as well.

I suggest you spend more of your time worrying about simply not being noticed!


#4958800 System cursor drawing along with DX9 Cursor

Posted by Geoffrey on 13 July 2012 - 08:18 AM

I looked into that, but i was reading it didnt do full color cursors...i read somethign about it needing to be black and white.


I believe that was the case a *long* time ago. But I've tested a full colour system cursor on Windows 7, Vista, XP and 98 so I don't think you'll have any problems!


#4953047 Creating SFX

Posted by Geoffrey on 26 June 2012 - 10:07 AM

Hi,

I have just a little bit of experience creating sound effects from developing The Trouble With Robots, here are my tips for beginners:

1. Minimize background noise. Turn of unnecessary equipment, close windows, and avoid recording when something noisy is happening nearby. Put the microphone as far away from your computer as you can. It's easy to see the difference these things make by recording silence in different conditions and comparing the levels of fuzz you get - and this is much cheaper than sound proofing!

2. Try to make your sounds as loud as possible without 'clipping' (which is where the sound waveform goes above the top or below the bottom level that can be recorded, resulting in a crackling sound). This is preferable to recording a quiet sound and amplifying it a lot, because that will also amplify the noise.

3. Record lots of variations of each effect. This way you can choose your favourite, and potentially introduce alternatives if the sound is played frequently.

4. Experiment with speeding up and slowing down recordings. As a rule, speeding up a sound makes it sound like it came from something smaller, whereas slowing it down makes it sound like it came from something larger. The latter is particularly useful if you're recording household objects which are typically smaller than the game objects you want to represent.

5. Be patient. Often you won't get the sound you want on your first attempt, so try different things until you have something that sounds good. If a particular effect is troubling you then don't give up, but put it down and come back another day with fresh ideas.

- Geoffrey White
http://www.digitalchestnut.com
http://www.facebook.com/thetroublewithrobots


#4932989 dealing with driver bugs

Posted by Geoffrey on 19 April 2012 - 05:16 PM

Thanks for the advice, it took me a while to get around to implementing this (it's almost like I have more enjoyable tasks on my TODO list than resolving driver issues...) and I've yet to go back and fully test this on the affected systems.

I've gone for Adam_42's suggestion, identifying the offending device but having a setting that can override this to either always on or always off (in an easy to edit .txt file).  My logic only includes the VendorID and DeviceID because I don't have enough data points to select more narrowly - and the issue does occur on the latest drivers.

Bacterius, your attitude is appealing and it's true that there could be hundreds of variations I don't know about (it's a shame I don't have the resources to test many more systems).  However, I feel that I should do my best to make the game work on as many systems as possible, and since the fix shouldn't cause much harm when it's wrongly applied, I think I want it.


#4930973 Partial Alpha / Blend problems

Posted by Geoffrey on 13 April 2012 - 10:03 AM

Yes, I believe that is exactly what you get in a PNG file.


#4930922 Partial Alpha / Blend problems

Posted by Geoffrey on 13 April 2012 - 05:32 AM

Glad I could help.

By the way, R32G32B32A32_FLOAT is a huge format and probably isn't widely supported - I suggest you use something a bit lighter like A8R8G8B8.


#4930742 Partial Alpha / Blend problems

Posted by Geoffrey on 12 April 2012 - 05:06 PM

What texture format is the glow effect stored in?


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