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Member Since 13 Mar 2005
Offline Last Active Jul 26 2012 05:15 AM

Posts I've Made

In Topic: Making the wilderness interesting

24 July 2012 - 01:39 PM

To be honest, I really don't understand the question :/

What exactally are you aiminig at? You want players to "volunteerly" leave quest areas an wander in the wilderness? Or want them to take their time when going from town to town?

If its not fun, then you shouldn't consider it in your game. Traviling is not fun, in game or in real life. Most games will only force you to travel through an area once, and make it as challenging as possible to get to the other side. You know, The fun part. After that they give you a "fast travel" option so you don't have to go throught it agian, just to travel to a place you already been there.

fun = a challenging goal. The goal is going from A to B. You can make it chalenging by adding multipul ways to get killed, diffuclt to navigate, self revealing maps, etc...

OK, I know that I may have not answered your question, but I guess it becomes easier to think about if you already know what you want from it.

Remeber, its all about fun. It way we play.

Cheers :)

In Topic: Move object to desired location

24 July 2012 - 01:05 PM

How about this:

distance_travled = velocity_vector * dt;
raminign_distance = finial_poition - current_poition;
if(raminign_distance > distance_travled)
// move forward
else if(raminign_distance <= distance_travled)
// move the remaining distance, then stop

Just simplfy. Think lazy. Think like a programmer :P

Cheers ^^

In Topic: Direction vector

24 July 2012 - 11:38 AM

lol, I read 2/3 of your post and thought this guy knows what he's talking about. What could be the problem :P

Same answer as the above. Just keep looking, it will move :P

Good luck man :)

In Topic: [C++] std::map fills in extra key values?

29 July 2011 - 06:17 PM

Oh, correction. It did solve the problem. lol it just hit me why it will fill all the key values under it, over move than one loop ^^

In Topic: [C++] std::map fills in extra key values?

29 July 2011 - 06:02 PM

Well thanks for the tip.

I doubled checked the code and I have found that I made a mistake in the Update() method:

        int netList = netObjectList.size();
        for(int i = 0; i < netList; i++)
                unsigned int currentObj = netObjectList[i];

I thought I was calling by index number here. I still don't see it making the specific problem I'm facing, but I'll fix it and see what happens.

Thanks :)