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LorenzoGatti

Member Since 25 Nov 2005
Offline Last Active Today, 06:19 AM

Posts I've Made

In Topic: Gas and energy (abstract) for a strategy game

26 May 2016 - 01:11 AM

The production rate of gas, or more precisely starship fuel, limits the size of actually deployed fleets (consumption is proportional to fleet size), while the production rate of starships (presumably constrained by the production rate of starship raw materials) limits the available ships that can be potentially deployed: the speed with which reinforcements and replacements and new fleets can go into battle and the speed with which new starship designs (either researched improvements or sudden changes of plans) become available.

 

Gas and construction are two unrelated and complementary limitations to fleets; there is an obvious third one, recruiting and training a vast space navy (who can be quantitatively and/or qualitatively inadequate for the fleets the player could build and deploy).

 

Regarding energy, i suggest a sharp distinction between various types of fossil fuel, which a planet can run out of, and renewable sources, which can have specific trouble (e.g. during an ice age hydroelectric plants just die, solar and wind plants might be relocated away from glaciers at reasonable expense, geothermal plants are probably fine).


In Topic: Plane equation, + or - D

26 May 2016 - 12:51 AM

If you like dot products, Ax+By+Cz+D=0 corresponds to (A,B,C,D) dot (x,y,z,1)=0, consistent with the popular use of homogeneous coordinates with 4 by 4 transformation matrices and 3D points (x,y,z) conventionally represented as (x,y,z,1).


In Topic: how can neural network can be used in videogames

20 May 2016 - 03:08 AM

It's interesting to see that the consensus regarding NN in games seems to be changing.

Consensus is a strong word. The recent developments of neural network algorithms and computing power are extending the range of things a reasonably expensive NN is good at, but whether they overlap with the useful AI tasks needed in a certain game depends on the specific case.


In Topic: Difference Between 2D Images And Textures?

17 May 2016 - 02:50 AM

As assets, an "image" is usually meant to be displayed very faithfully and with little processing, like the mentioned sprites and prerendered backgrounds, while a "texture" is meant to be used for texture mapping and therefore displayed with extreme deformations and transformations and drastically affected by the positions of lights, objects and cameras.


In Topic: Design ideas for a 2D arcade-like top-down space shooter game

10 May 2016 - 03:24 AM

The OP ideas can go into many different directions, for example:

  • Conquering your little corner of the galaxy as a lonely "hero" rather than as the typical empire of a 4X game. This requires pushing the envelope of fancy weapons and preposterous firepower (battles are one ship against organized war fleets), making the collection of ammo totally inappropriate and shops less thematically sound (who's going to sell you enough weapons to conquer a star system?) than directly scavenging and assimilating enemy hardware and resources. Needing clues about the location of objectives should be rare, and getting the clues should be simply the reward for winning a battle.
  • An interesting, complex quest of clues, enemies and interesting places. Small but tough battles, often just a boss, which should be one of the main challenges of the game (along with a RPG part). Having to collect ammo could be a valid tactical hardship among many others; boss battles are meant to be long. The heroic and not overpowered protagonist of such a game would be much more likely to have many friendly and interesting shops to buy from, but grinding and unwanted power creep would be a serious problem.
  • A fairly traditional shoot'em up, in which the plot is simply exposed in intermissions and clues about locating planets could be simple pickup items (miss them and you have to retry the level).

My main suggestion is going back at this unformed design after learning more about good shoot'em ups, their variety, and their design.

Suggested playing (series of similar games are marked with an asterisk):

1942*, Cho Ren Sha 68K, Dangun Feveron, Deathsmiles, Dodonpachi*, Espgaluda*, Fantasy Zone*, Galaga*, Genetos, Giga Wing*, Gradius/Parodius*, Ikaruga, Kamui*, Psyvariar*, Raiden*, Recca, R-Type*,Tyrian, U.N. Squadron


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