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Member Since 25 Sep 2000
Offline Last Active Yesterday, 07:01 PM

#5292695 Gladiator manager game - ideas needed!

Posted by kseh on 20 May 2016 - 02:52 PM

This has been in the back of my mind for a project for years.

A long time back an old GM of mine came up with the idea to run gladiatorial battles between the players. We did up a random roster of characters for each player to choose from before battles began. Sometimes there were specific character parameters required to follow for a battle (level/hp/class/whatever). He would then put us into a ring whose physical features would change somewhat for each battle and you'd never know just what kind of environment you were going to be facing until the last second. Sometimes battles were one on one battles between, sometimes it was against a monster of some sort which sometimes meant it was just a straight up death sentence for the player characters. It was run through a kind of mix of loose AD&D 2nd edition rules and story telling.

It never went very far but the plan was that each player would draft up their own facilities for their gladiators that would affect their training options, medical support, and over all security of the compound.

Maybe take a look at the textual play by play of combat that's done in Dwarf Fortress for inspiration on how to resolve and communicate battles. I think being able to look at the blow by blow account of a match would give players the ability to size up opponents. And if a player is monitoring the progress of a battle as it's occurring, there should be plenty of room to provide input to the gladiator.

#5291457 Stop the Player or Punish Them

Posted by kseh on 13 May 2016 - 03:50 PM

Maybe instead arm your player with an electromagnetic pulse gun to use against the robots?

#5289910 Is Making The Player Read Lots of Text Unusual?

Posted by kseh on 03 May 2016 - 12:04 PM

One mechanic that I've liked in a couple non-text adventure games is to have in-game books that can be read by the player. Particularly when it's pretty clear that reading the contents will at some point will be useful. When I'm stuck on a puzzle in the game, I start to get in the mindset of carefully examining the items in my inventory and that's when I'm the most inclined actually take the time to read a length of text.

#5288038 Question about adding bullets to arraylists

Posted by kseh on 21 April 2016 - 02:02 PM

First, trace through your code and verify if that's what's actually happening. If you aren't aware, you can add some code like the following somewhere near your paint routine and place a breakpoint.

if (bulletsFiredCount >= 2 && spriteToPaint == bullet)
    int asdf = 1;    //Place a break point here.


You want it somewhere that you can inspect the destination of the bullet sprite about to be painted. Check the destination of both bullets and if they're the same then you want to make sure that each bullet has its own separate set of current co-ordinates and that they're each used when painting the bullets.

#5288015 Question about adding bullets to arraylists

Posted by kseh on 21 April 2016 - 12:03 PM

I will hazard a wild guess that maybe you're doing things such that when you create the new bullet and set its position near the player, you end up setting the position of the previously fired bullet to the same location.

#5287541 How did you learn making games?

Posted by kseh on 18 April 2016 - 03:50 PM

The other questions I'd probably answer much the same as everyone else.


How much time did it take to learn the language? (When were you able to do on your own, a game)

I don't think it's a matter of learning the language as much as it is learning pieces of the language and figuring out what it is you can do with that. Get input from a user, testing against a few conditions, and outputting something doesn't take much time to figure out. And once you find the syntax for generating random numbers, you're pretty much good to go. When you find that what you want to do requires something more advanced, then you find out what that is and go learn that.


Are you still making games? And if you, can you feel that, you make progress in game making?

As a hobbyist, sure, I still make games. Or rather I've been working on one single game for a few years now adding one thing to it and then another. Other than that, what does "making progress" mean? I'm not looking for a job "in the industry" so while you may be attempting to "progress" towards that goal, it's not where I want to go.

I haven't thought seriously about trying to make money as a lone indie developer in some time. I have very much enjoyed just working on my own stuff for the hell of it and not having to answer to anybody. I make progress in that I go from working on one thing that I want to another thing and they'll probably all come to some kind of end product eventually, maybe, If it doesn't all come together, I have whatever code I've come up with and my notes to look at if I decide to work on something new. Such is my plan and so far everything is going according to plan.

I haven't totally ruled out the possibility of releasing something to try and make some money. It pops into my head from time to time and is something I've thought about just this weekend seeing a results of a friend's cake making pursuits. But at the moment, it's not a driving force behind my game making. Having too much fun.

#5287059 How to design skylight/starlight for 2d top-down with no skybox?

Posted by kseh on 15 April 2016 - 11:01 AM

Could you maybe add some benign nocturnal creatures or are you just looking at sky effects at this time? Glowing fish and fireflies come to mind. Perhaps miscellaneous night life, people having fun after hours.

#5287053 What physics mechanism do you apply for double-jumps?

Posted by kseh on 15 April 2016 - 10:31 AM

When I was working on a platformer game I realized that the double jump "feature" is in fact a bug that occurs when code is written to allow jumping (through an increase in vertical velocity) to be possible when vertical velocity is == 0 (or maybe <= 0). This occurs both when your character is standing  on the ground and when he's at the high point of his jump.

So um... I didn't specifically try to create the effect, it was just an accident. Maybe there's a specific implementation that will create a more ideal user experience for the game that you're working on. As much as it'll be about what feels right it'll also be about what sort of obstacles you want to include in your game.

#5285912 How to design skylight/starlight for 2d top-down with no skybox?

Posted by kseh on 08 April 2016 - 03:24 PM

I was looking at this sort of thing for my top down game and ended up just doing an alpha blend kind of thing that went from no effect to a dark blue to orange blended kinda thing which looked kinda like the way Servent went. No dynamic shadows though which isn't great. I think you have better lighting capabilities though.

Maybe you need some reflecting pools or lakes that will reflect the sky. Anything that'd be on the ground facing up that reflects light in some way (solar panels maybe?)

Could you do some sort of thing where moonlight has variations in colour and that's projected at anything from above? If your game doesn't have to be set on Earth, maybe neighboring astrological phenomena provide interesting lighting effects visible only at night.

Could you do some kind of aurora borealis that occasionally streaks through the sky?

#5285282 I need help with having multiple player objects please!

Posted by kseh on 05 April 2016 - 10:35 AM

Everybody runs experiments to see if what they have a handle on the concept they want to try out. Sometimes they're successful first time but usually they're not. Even then, there's usually room for improvement.

#5283871 How much Maths/Physics do I have to know?

Posted by kseh on 28 March 2016 - 11:05 AM

Programming is predominantly problem solving with the ability to keep things organized when writing stuff that sometimes looks kinda like algebra. So, it depends on whatever kind of math might be involved in the particular problem you want to solve. And sometimes you just don't know what problem you'll need to solve until you come to it.

#5280774 Cheating with graphics

Posted by kseh on 11 March 2016 - 02:26 PM

I decided that my characters would just not have any arms but instead have disembodied circles for hands that I'd float around near by in whatever way that I'd need to. I currently have a way to define hand gestures fairly easily and when I get back to looking at combat I'll look at making the hands move quickly to thrust or swing whatever weapon the character is holding. I'm pretty happy with the results so far. Probably should've done the same thing with the legs & feet.

Other than that all I do is look at the tools that are available in the paint program (usually just MS Paint) and try to figure out what ways I can combine them to get something that I like. Usually that means drawing a small piece of something and then moving that piece into position over whatever base I have for the sprite. I try to keep it as much of an outline as I can so that I can make the area transparent and play with different textures or gradient fills. And while working I try to think about ways that I might be able to reuse the sprite or pieces of it.

#5277750 Manufacturing chain for paper

Posted by kseh on 23 February 2016 - 11:28 AM

How about since paper is needed to communicate and track contracts, a lack of paper hinders growth in some way. Maybe communication is tougher, and thus business is more expensive. Or perhaps less paper availability means that record keeping is tougher which means it takes longer for opportunities to expand.

#5277012 Companions as Combat Mechanism (Mechanic Idea)

Posted by kseh on 19 February 2016 - 01:19 PM

I only scanned your description quickly. It reminded me of The Lost Vikings and I remember enjoying that game. It sounds like your idea may have a different view perspective but requires similar teamwork between characters.


With the number of characters you're planning, it sounds as though you'd be quite busy doing level and puzzle design as well as trying to work out how to handle character exposition.

#5276031 How terrible is my art

Posted by kseh on 16 February 2016 - 04:48 PM

The legs on the blue guy look rather short. I don't know how it would all look when animated. Take a look at some sample walking animations and use those to get a sense of what improvements you could make.

As for over all style, set against the white background of a forum thread, they might not look particularly amazing however when set against other art assets in a completely rendered scene, it may look quite different.