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  2. Hi! I've noticed that every time I try to prototype a game idea of mine, I end up very confused as to the general, basic, structure of the game in terms of program design. If you have a set of basic classes, say some abstract "GameObject" interface, and subsequently classes implementing that, a "World" handling the state of your game, etc - What do you allow them to access, and how? Say I have some class that handles Input for me. Do I want the "objects" of my game to be able to access that input? If so, do I pass an instance of my "main"-class to every object? Do I declare global, static, variables? I am aware that this is a very bad and very very broad and general question, but I was just wondering how you guys usually define and implement the relationships between your basic classes, no matter what type of game you are writing. On one hand, I'm trying to keep things as simple as possible so I can actually get a prototype done, but on the other hand there needs to be at least a bare minimum of well thought-out design in order to not let everything get messy way too soon. (Oh, and just about the two "ways" of doing things which I mentioned above - I personally dislike both. But I also feel like coming up with something else requires a more well thought out design that just isn't fit for fast prototyping. I don't know.) Any opinions, suggestions? Thanks!
  3. Newest Pocket RPG

    Ntales: Child of Destiny Pre-registration is now OPEN!!! Get the chance to win exclusive rewards here https://goo.gl/44AZT4 Check the game details thru this link: https://goo.gl/WW4or9
  4. Edit: Nevermind, I just remembered that I already posted such a thread on here, and totally forgot to check the answers! I'm so sorry. Please ignore/delete this thread. Sorry!!!
  5. Hello, A small game development team is looking for a talented Musician/Composer to join our team. Responsibilities: - Loop-able Game soundtrack - Sound FX - Ambient Music - Trailer Music - Ability to meet deadlines and work well in a team Only serious applicants should apply. email: canvasbushi@gmail.com | skype: canvasbushi We hope to hear from you soon.
  6. I hope to see my game alive

    Well im not so sure about that, Skyrim for example, everyone loves - everyone plays, no complains, about your game idea - if you think its good than realise that, get some feedbacks in development etc
  7. I'm Very Confused About Career Directions...

    Well my advise , use your heart , I did go to college got degree in actually what im not like at all , Im not working by my degree nor looking to work in feuture, money is good but simple I dont like it, I prefer work less payed job but which i like.
  8. Honestly , its looks allright , still color is bit to bright on some points
  9. Today
  10. How to create a dwarf fortress like game

    Standard engines are Unreal and Unity. The former uses C++, the latter uses C# which is quite close to Java. These engines are mostly aimed at 3D games. For 2D, pretty much anything could work. From Python, the standard solution is Pygame, although it uses somewhat old techniques for painting onto the screen. For Java, there is libgdx and lwjgl. C and C++ typically use SDL2. At Windows there is the DirectX stuff, which I know literally nothing about (not a Windows user). My list is far from exhaustive, but it may give you some starting points. As for programming the game, the biggest problem is overscaling. In your mind it's all simple, intuitive, and easy. Getting that into a computer is much more work than one thinks. So start small, very small, and expand in small steps.
  11. A good way to avoid extermination in RTS?

    There are multiplayer games where once you defeat an enemy by capturing their base, you gain all their resources. Others you gain their resources but all come at a reduced rate, or come to you damaged. Gaining their resources can be a factor in larger games. You may defend against a larger opponent but focus mainly on defeating smaller opponents. Or you may attempt to strategically attack a powerful opponent while you know they are sending resources elsewhere. When different players have different types of resources you may target opponents not because of their immediate power but because a combination of resources will improve your standing. These aren't just new games. Long-established games like Monopoly (played by the official rules) use the tactic. A bankrupt player turns their assets over to their creditor, which can make the creditor extremely powerful in the game. If the creditor is the bank, all the assets are auctioned off which can help a cash-heavy player tip the scales. Further, a player can strategically help to bankrupt a heavily mortgaged opponent to another of their opponents. Since the creditor must pay a penalty for mortgaged assets transferred to them, the automatic payments due to acquisition can cause a trickle-down bankruptcy. In turn this leads to a secondary strategy of purposely mortgaging property in the hope of becoming a poison pill, others do not want to bankrupt you because of the damage they will inflict on themselves. Thus the complete acquisition of the opponent's resources can dramatically impact the game, perhaps in favor over their victor or damaging their victor in a Pyrrhic victory. Resource acquisition can be a powerful feature in a game.
  12. Distributing a game with stolen resources

    The best answer is that this is a creative industry, you should be creative and not take other people's stuff without permission. The much harder answer is that when you take things, even simple thematic things that are probably legal to take, you enter a gray area. There are things that are completely okay and are standard scenes and tropes. There are other things that are clearly illegal. But there also stuff in the middle that isn't clearly legal, but also isn't clearly illegal. At that point it mostly becomes about risk management. A company may discover it, or they may not. A company may discover it and decide the infringements are small enough that they take no action. Or they might take action, which may be anything from an email to a C&D order to a full lawsuit. The company may even quietly encourage it when the project is small and not interfering with anything, but when it grows and becomes popular suddenly issue takedown demands. The risk can be enormous, up to and including killing the product or losing property or even bankrupting the infringer. The oft-given analogy is like speeding on a highway. Any speeding is illegal and a small percentage will get caught. The more flagrant the offense the more risk of being caught and the more the penalty increases. A few people will recommend speeding a little bit because you probably won't get caught and the penalty is usually small. A small group will recommend you ignore it completely because that group can afford the cost of a speeding ticket and don't particularly care about the safety and welfare of others. But the only right answer is to recommend people follow the speed limit and obey the law.
  13. Debate: Proper Time For Microtransactions?

    Publishers used to get a tiny percentage of the $60 retail box price. Now EA takes 100% of it on PC and 70% on other platforms (for digital, which is steadily replacing physical boxes). Their income has not been stagnant, it's gone up by a significant multiplier. EA definitely has a choice. They also have a choice on how they marry their monetisation strategy with their game design - more so than companies that aren't full of experienced designers and who don't own a highly successful free-to-play / mobile branch.
  14. That is one of the most difficult balancing acts within the business of games. There are some highly vocal, high profile people who will complain about the existence of microtransactions. There are some highly vocal, high profile people who will decry any game that requires people to spend time on games, that everything should be unlocked and available instantly. There are highly vocal, high profile people who will decry any games that use a progression system or story mode to advance, that anything requiring effort by the player is actually grinding and should be removed. There are highly vocal, high profile people who will shout to the world how whenever a player must pay for a game it is extortion. There are highly vocal, high profile people who tell others that the games are a great value. No matter what the company does there are highly vocal, high profile people who will shout it down. The tricky part is to balance them out. You want enough people giving positive feedback and actually paying for the game, but you also want a portion of the people to be offended because otherwise you won't make money and will go out of business. It further hurts the entire industry that many communities are highly toxic, where threats of felony crimes against the developers are commonplace and even encouraged. I've had co-workers get death threats before, including some where FBI agents came to talk to everybody after finding the death threats to their family members were actually credible threats. There are also other developers, even a few amazing indie developers, who have left the industry due to the highly toxic players and repeated threats from so-called fans. There is nothing "just learn how" about it. No matter what developers and publishers do there are people who will be deeply offended and will publish it all over the Internet. A good balancing point is incredibly difficult to find.
  15. C# + AS3 + C++?

    Some of the first steps are to hire a large team of experienced editor-developers, and spend several million dollars over multiple years on technology developed across multiple studios around the globe. EA has an enormous body of tech tools and libraries that cover just about anything you want. They've been built up for game after game, from project to project for decades. When I was working there I noticed and pointed out a date in a comment. It was from nearly two decades earlier, the comment stated that it was the third rewrite and they were hoping it would be the version that would solve all their issues. The tool worked great, we were adding our own useful bit of functionality which would be added to the suite.
  16. I plotted the numbers, and it produces a smooth curve.
  17. Just FYI, in my code I allow every single key to be assigned. This includes the famous media keys and things like that, as long as they are found as part of the 256(technically less) possible keycodes. Now, I of course don't have actual descriptions for all those keys, and I won't ever be able to because I'm sure the more rare ones are going to be different for different keyboards. The solution is to have a sort of "default" text that works for any undefined descriptions. The words "Unknown Key" work for me. This way, the player can still bind any key they want. I don't think any players are going to care if you don't have a proper description for that really rare key they want to use for whatever reason.
  18. Ground work complete!

    I like the way you worded that. There is definitely an art to compelling a player to pursue what ever game objectives there may be, and getting them excited about it, as opposed to a player feeling forced to do something just to get to the next step in their game, which can feel redundant. As for what's under the mountains, Absolutely they'll be some kind of metal or mineral waiting to be discovered. Thanks for the feedback.
  19. I don't know. I was debating whether or not I wanted to hard-code the figures in. I was just hoping I could find a quick and easy formula which would allow me to easily make changes. For example, increase tile range, or slightly tweak the numbers later, if I wanted to.
  20. That said, why not just use an array and index into it, getting the exact values?
  21. Thank you! You're much closer than I.
  22. A quick and dirty solution just plotting some data points and curve-fitting: if (tileDistance < 6) return 100.0; return (64.81704965 / (tileDistance - 5.061304447)); Not exact, but fairly close.
  23. With permission to remake a game, I'm trying to figure out its shot hit percentage formula, or at least be close. Everything I try is terrible. Any ideas? The max tile range is 23, and the expected result should be as close to the following as possible: Tile Distance Hit% 23 1.05% 22 1.2% 21 1.38% 20 1.6% 19 1.86% 18 2.19% 17 2.6% 16 3.12% 15 3.79% 14 4.66% 13 5.82% 12 7.4% 11 9.61% 10 12.8% 9 17.55% 8 25% 7 37.31% 6 59.25% 5 100% 4 100% 3 100% 2 100% 1 100% 0 100% EDIT: To explain better, the game is a 2D tile game. The character will fire at the enemy from a tile range between 0 and 23.
  24. Ground work complete!

    I like the sense of belonging you are trying to recreate in your game, it is very important for immersion and emotional/intellectual investment by the player. In Stardew Valleythey they made the player drink a concoction brewed by a wizard which granted the player the ability to be one with the spirit of the forest. In Neverwinter (among others) players are asked to belong to a religion, or worship a god. This deepens the players' attachment/investment in the game world. You mention that you are looking to develop an economy in your world. Maybe religion or Elemental spirits might not be what would work for you, yet the formula that a notion/philosophy (or an item/landmark) establishes a code of conventions which grants importance to the actions/decisions the player makes in the game world. When I saw the snapshot of the space you programmed, the first thing that popped into my mind was, "what's under that mountain range", what kind of resources are in those mountains. That might be an interesting avenue to consider for giving substance to the economy in your game. Cheers, best of luck.
  25. Which is better? (2d, android)

    If it was me, I'd use a neutral color for your background. I'm assuming the game is something similar to the old board game 'Master-Mind' ? It's a tough call as to which one I think looks better. I like certain elements from each. I Iike the top and bottom of the second one, and middle of the first one. The third and forth are similar to the second one. just different middles.
  26. I think your game has potential, it also depends what you are trying to put into it.Whether it be over the top stylish, photo realistic may need to work differently. I guess you could take some old concepts from how they did Star Wars Rebel Assault as within the realm of Doom and Wolfenstein3D if that helps at all.
  27. Yesterday
  28. C# + AS3 + C++?

    Different studios have different programmers and skills, they probably allow them to work with what there comfortable using. I emailed Jason Gregory recently about tool chains, because it's relevent I'll share his responce. "It seems to me that there are a lot of factors that go into a decision like which UI toolkit to use for building your game studio's tool chain. I can tell you what Naughty Dog does and why, but of course your mileage may vary. At ND, we use primarily C# and Python Qt (pyqt) for tool user interfaces, and we also do a lot of HTML5 web-based interfaces for tools that "talk" to back-end databases etc. The reasons for this are partly because those toolkits were the ones with which the programmers were familiar. Also Python integrates well with Maya (which now uses Python as its primary scripting language)." - Jason Gregory I guess the key bit is "which the programmers were familiar." , Allowing your team to use what there comfortable in is probably the most important thing to do as it keeps the team productive ithout having to find new employee etc.. As long as it doesn't heavily impact the quality or performance then it should be okay.
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