without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles, where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
Thank you in advance.
So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).
Here's a couple unique weapon ideas I have:
Explosion sword: Create explosion in attack direction.
Cold sword: Chance to freeze enemies when they are hit.
Electric sword: On attack, electricity chains damage to nearby enemies.
I'm basically trying to create a sort of API that'll allow me to easily inherit from a base weapon class and add additional behaviors somehow. One thing to know is that I'm on Unity, and swapping the weapon object's weapon component whenever the weapon changes is not at all a good idea. I need some way to contain all this varying data in one Unity component that can contain a Weapon field to hold all this data. Any ideas?
I'm currently considering having a WeaponController class that can contain a Weapon class, which calls all the methods I use to create unique effects in the weapon (Such as OnPlayerAttack()) when appropriate.
By Vu Chi Thien
Hi fellow game devs,
First, I would like to apologize for the wall of text.
As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha).
Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
- The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring.
- When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock.
- There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD:
speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me.
Also I have a few questions:
- In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state?
- Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel?
- Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
Memory Trees is a PC game and Life+Farming simulation game. Harvest Moon and Rune Factory , the game will be quite big. I believe that this will take a long time to finish
1 experience using Unity/C++
2 have a portfolio of Programmer
3 like RPG game ( Rune rune factory / zelda series / FF series )
4 Have responsibility + Time Management
and friendly easy working with others Programmer willing to use Skype for communication with team please E-mail me if you're interested
Split %: Revenue share. We can discuss. Fully Funded servers and contents
and friendly easy working with others willing to use Skype for communication with team please E-mail me if you're interested
we can talk more detail in Estherfanworld@gmail.com Don't comment here
Thank you so much for reading
More about our game
Memory Trees : forget me not
Thank you so much for reading
Ps.Please make sure that you have unity skill and Have responsibility + Time Management,
because If not it will waste time not one but both of us