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LorenzoGatti

Member Since 25 Nov 2005
Offline Last Active Today, 07:32 AM

Posts I've Made

In Topic: An Algorithm To Decide The Cost Of Skills/techniques.

Today, 07:36 AM

It always seems to me that the cost of moves in some games are decided arbitrarily and inconsistently.

Because it's difficult; so difficult that implementing a system to optimize move costs automatically is likely to be even more difficult.

The right way to choose move costs is playtesting to discover problems, exploits, opportunities etc. and to find the most fun variant of the game; being able to predict how a cost change would affect the game is usually a bad sign (it means that the game is simple and strategies are trivial or obvious).


In Topic: Slavery, Include Or Not?

20 July 2016 - 01:38 AM

In a honest and realistic game about triangular trade, the player has to be able to trade slaves, and trading slaves has to be a major part of any good strategy (because there aren't enough other commodities that can be exported from Africa). This gives the players a choice between being evil in the game's fiction and losing the game.

If you don't want a grim/educational game in which slavery is a moral issue or a callous game in which slavery is appreciated as a smart business plan, the main way out of the dilemma is not making the game about ship trading after all, to avoid the use of slave trading as a move within the game. For instance:

  • The popular Puerto Rico boardgame is about developing an American colony with city facilities and plantations. The masses of slaves working at whatever the players build are completely implicit: "workers" in the game arrive by ship in small numbers, and represent (with some ambiguity) European emigrants and big shots.
  • A game about pirates robbing random ships would make the players not responsible for loading a particular ship with slaves, and rules about humanely and usefully recycling captured slaves as pirates, colonists etc. instead of selling them might be reasonable

In Topic: A Game Design Idea

08 July 2016 - 04:42 AM

I never even stated that I was doing it by myself. I said "main" programmer...

Until someone actually helps you, you are alone. In particular, you need to develop your project alone until it becomes sufficiently promising to attract contributors.

But this is how hobby projects work in any case, and caring about writing a good GDD is a step in the right direction.


In Topic: A Game Design Idea

07 July 2016 - 01:49 AM

Since you seem already aware that approaching a large project alone without experience is an irrationally optimistic endeavour, I'll just point out less fatal issues:

  • You might be underestimating your difficulties with English vocabulary and grammar (a time machine "conflicting" the future, a  "highly technology advanced world", a "loveable" future, "reciting" your idea, and so on): a potential major problem for in-game dialogue, for promotion of your game, and possibly for collaboration with others.
    You have studied English well enough to make your native language not obvious, but much remains to be acquired. Read more English books and articles.
  • You don't appear to be starting your game design process from the beginning.
    For example, you mention "a very detailed non-level-based system", but details and levels of what? I can guess you mean, in a RPG context where the "intelligent boy" is the protagonist, character details and the traditional design pattern of experience levels, but the mentioned premise of a time-traveling boy in trouble is suitable for many different types of game.
    Even worse, how can you tell you want character details and you don't want experience levels before you establish the design objectives of your game rules and at least a vague idea of what the player would do with them?

In Topic: Storing Signed Distance Fields

22 June 2016 - 03:24 AM

  • Do you need to combine elementary distance functions and render their sum, product etc. (for example, "metaballs" composed of several spheres)?
  • Do you really need to keep around SignedDistanceFunction objects, i.e. old brushstrokes? Forgetting them after applying an "edit" once would seem the most efficient course of action.
  • What do you need to store in your voxels, apart from the 1-byte material code?
  • How are you going to render your voxels? Their representation has to be suitable.

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