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JasRonq

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  1. [quote name='Wysardry' timestamp='1296006086' post='4764838'] I was planning to have game time pass more quickly than real time, but only at something like a 6:1 ratio. Opening hours for stores are something the player could plan around. The biggest problem is that it would take over an hour of real time for a character to sleep. To speed up that time would really require the consent of all the players in the game world, and they may not all be working/playing together. Having the stores open 24 hours and/or removing the need for sleep reduces believability and some gameplay elements. [/quote] Why does the character have to sleep? If it interrupts the flow and fun of the game, toss it out. If there are gameplay elements that sleep times would support, maybe you need to rethink them. If on the other hand you feel like games need to be realistic and leaving out sleep is breaking that, maybe you need to reconsider the role of realism in games. Either way, you are right, you can't temporally desync the game and you can't rely on players agreeing on anything, so you can't have sleep cycles that take significant time. I do feel that day/night cycles [i]can[/i] add interesting [b]gameplay[/b] and that they can also add significant [i]atmosphere[/i] to the environment. Don't confuse the two roles though. Day and night in Oblivion served virtually no gameplay purpose and only really added annoyance in that realm, it did however add to the atmosphere of the game. You may want to remember something though, in MMOs, players [b]do[/b] sleep, and a player may assume that his avatar/character also sleeps during these times. To reinforce this idea, all you need to do is move the character to the nearest friendly city at log off and have the character crawling out of a hotel bed at log on. Viola, he slept while you were logged off.
  2. I agree with MSW and would say that big companies would even use "indie" to label and market games with unusual and experimental game mechanics despite their status within the industry, with publishers, or with regard to their size. "Indie" has been taken up fervently by so many because we hear about its successes most often and those games, like Portal and World of Goo, are associated with being [i]new and exciting[/i]. Tell me a big game studio's marketing department wouldn't love to use [i]that[/i] label.
  3. [quote name='loom_weaver' timestamp='1295106920' post='4759296'] One way to implement this is to save the entire zone state and the time that the player exited the zone. When the player re-enters the area, you can quickly simulate passing of time in a blink of an eye before handing control back to the player. To keep immersion when the player quickly exits and re-enters you'll need to save everything including monsters' health, position, etc. Apart from that the exit time is the only other thing you need to save. The rest involves designing your game-state engine so that you can advance it arbitrarily. If too much time has elapsed, instead of advancing time, simply reset and repopulate the entire zone. [/quote] There is a big problem with this. Pop into Oblivion or Fallout 3 and wait for a day. That isn't a blink of an eye, its a noticeable pause that will happen every time you enter an area. A day is short enough that you really do need to remember something about how you left it or it will seem odd, but its long enough that a complete simulation will cause some trouble. It only gets worse with more time to simulate too. The suggestion to save some general stats about the zone, a profile to turn those generalities into specifics, and maybe a current loot list should be all you need. Lets say there is a goblin village with 30 Goblins in it. There is a loot list for the zone and a profile of the structures and population. You partially raid the village and leave, but come back the next day. The general stats plus the profile should be able to keep track of and model rebuilding of the structures and healing of the population. The loot list should be up to date with what is left after you left. The items left aren't necessarily where you left them, but they don't need to be. Lists of everything in a zone can get big and modeling the changes is not a quick feat, but faking it in many ways is all that is needed.
  4. [quote name='Tom Sloper' timestamp='1294942615' post='4758387'] Andy, this thread is moved to Game Design because the discussion is all or mostly about game design. When you want to ask a beginner programming question you can start a new thread in For Beginners. [/quote] Just an aside to you and the rest of the mods, Tom. For Beginners gets a lot of this, probably because beginners don't realize that its being under programming means it is For Beginners [i]Programming questions[/i]. Maybe a name change to something like, "Beginners Programing" would work this out? As for the question at hand, I think most designers write out ideas, but everyone is different. I personally find things very difficult to put into words, though that may be the best thing for it. Constraints though are double edged, sometimes a template to fill in can help you figure out what you need to type out, some times the template just isn't a good match, but then taking time to find one may not be the best use of your time, or maybe it is. Though it isn't the most organized way of doing it, I think a wiki is a good tool for writing out your design. Each page links to anything related you want, most packages keep a version history automatically, you get access controls and locking if you are working on a team, its multimedia so you can paste in whatever you need, and you can keep it all online for safe retrieval and editing anywhere. I'll admit though, i'm no programer, don't know what UML is, and have yet to complete a game.
  5. There are so many varieties of stats you could have and so many ways they can interact. Nothing is set. If you don't understand how this works though it suggests you need more knowledge than a few forum posts could provide. Go pick up an RPG and play it, but pay attention to how it works. Look it up online and find out how the stat systems work. Do this for a few games. Some examples: Diablo has no charisma and few stats in general because it is more action oriented and less RPG oriented. Oblivion has about the set mentioned above because it is less action oriented and has character interaction influencing stats to support the role playing interactions with NPCs. Dragon Age has: Strength Dexterity Magic Willpower and Cunning. Strength and dexterity determine melee and ranged damage. Both plus Magic are used as requirements for putting on equipment I.E. You must have 21 dexterity for this bow, or 36 magic for this staff, etc. Magic is used to determine spell power and unlocks high level spells while willpower is used for magical resistances and your mana pool. Will power though ALSO determines a warrior or rogues STAMINA pool which is their equivalent to mana for their special moves. This means willpower, normally a mage centric state can't be ignored by them. Cunning is the stat used for character interaction, specifically it is used for persuasion against NPCs, but it is also used by rogues as a requirement for their moves, for some of their equipment and they even have a skill that lets rogues use cunning in place of strength in melee damage calculations. So cunning then is not just the roleplaying state that carisma is in other games. On top of that, strength can be used to persuade in the same way as cunning can but those options are called intimidate. As you can see, you can keep a pretty normal set of stats and use them the traditional way, you can strip them down to the bare bones, or oyu can keep them and use them in new ways. I hope from this you get the since that there is no right or wrong per se, but that you need to do what is good for achieving your goals.
  6. Poll just about says it all. I made a new xBox360 account and took this name. I'm thinking of using it on Starcraft 2 and maybe on here as well. What do you think?
  7. For more perspective on the time you can spend on these things. I've spent well over a year just trying to work out a stable design idea I was happy with. I may spend more time on it than I should honestly but I feel that I would waste more time later creating features I end up throwing out. Design 20 times, code once. (I have yet to create a single asset for this game) I also just spent a week of fairly long hours working in a custom starcraft map. I have yet to write triggers (starcraft map scripting) or layout the map itself. This time was all spent on designing the idea and working on the visual assets to be used, (picking terrain textures, cliffs, creating a water shader, creating a lighting setup). Serious work takes time, and you would be amazed at how many hours it takes to finish even small objectives and how many hours you can actually squeeze out of a day, or days out of a week. Speaking of which, I need to get back to work on that map.
  8. That sounds like an awfully big world for just a few friends.
  9. AI has a lot to do with this as well. Its perfectly fine to make NPCs impassable if the AI is smart enough not to linger in places where its in the way. If they stay in the way, maybe its not an issue with them being solid, but with them being too stupid to move.
  10. Well, elves would have different races the same reasons humans do. Genetic drift and environmental factors create superficial differences along with a spare few physiological ones. I tend to think that "Race" as a term to distinguish between "Elf" and "Dwarf" tribe or clan for distinguishing between "Cave Dwarf" and "Hill Dwarf" is acceptable, the terms are more social in nature than genetic. Bloodline would work though as it references the genetic nature in an easy to understand way without sounding too scientific. Maybe sticking with race for the big groups and blood lines for the sub-groups.
  11. So here is a question.. in fantasy games, the term "race" usually means something closer to "humanoid species" as in Elves, Dwarves, Humans, etc. Now what if you want each of these to have actual races as we think of them in real life? What do you call the "races"? Species is the default and correct term, and would be fine in a sci-fi setting but some how talking about species and elves in the same sentence is odd. Anyone got a better term to distinguish between Elves and Dwarves when both have sub-species, aka races?
  12. I like that concept quite a lot wave. Another suggestion would be to keep the NPCs nameless and mostly unresponsive if spoken too. That allows you to create a large number of them for the same of filling the streets and creating that tactical situation without distracting from the important NPCs. You could also assign houses to each at random and have TES: Oblivion style AI wandering, but lock the houses. At any point, if a new important and named NPC is needed, you can change a nameless one into him, guide the player to him, and maybe allow him access to that particular house. The whole idea would be to make the player feel like there was a lot there without wasting development time actually making it. Procedural content could also be used very heavily in this sort of situation.
  13. Quote:Original post by FableFox and the other thing is real time bones blending. for example if you punch a person, then grab him, the movement for being punched must blend with movement being grabbed. you don't want to see your opponent to 'magically' start at being grab beginning motion. This is really a big point to me. You cant have it in real time and not adjust for the player's reaction time. Throwing your opponent to the side to stop a hit happens differently if you react early in the movement compared to when the foe has nearly landed the blow and not modeling that makes for jerky or stale animations.
  14. I have a rough idea and would like to know if there is an engine out there within the reach of beginners (C4, Unity, etc) that can do this: I'd like mortal Combat like fights using 3D models. When a move is initiated the model animation begins and when the model interacts with something else, the animation can dynamically change (based on defined rules) and the engine can also return data on the interaction that could be used to calculate damage to the avatars. This obviously also requires full physics as well as IK animation, and blending animations. An example if the above was unclear. A fighter is walking backwards away from a foe. Mid step (and animation) he side steps and starts a kick. The kick is stopped by the other fighter mid way with a block, and the force of the interaction is returned and used to calculate damage to the fighters. A fighter lunges toward another fighter. Mid lunge, the the fighter gets a hard right hook to the head and falls to the side. I realize that this is a lot of programming to make it work (on the part of the engine at the very least) and is out of reach for most engines I can think of, but if it were done, it would be far more extensible than the alternative: hard animating all the possibilities between every model combo.
  15. I'm not sure how to answer, but I think I know how you could find an answer. Make a list of all the "cheap" scares you can: sudden noises, jumping out of the dark, everything Doom 3 does, etc. Then go watch every horror movie you can find and write anything not on the first list in a new list to actually use.