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About Nofootbird

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  1. Research really needs reasonable motivation, i mean, personal motivation.
  2. Coding for Art, the greatest thing ever!
  3. I was always wondering how to make Dead Space iPad version. Are there a fast way to automatically change them into low-resolution or less-polygon models? Will they re-use the code for game logic? Or they have to re-write the source code? Or they plan to do cross-platform development before programming so they develop two editions?
  4. Memory Stomp

    Will your compiler do some optimization to change the form of your loops? I guess that to some level, compiler will try to re-write the code before turn them into machine code in order to get maximum efficiency. Anyway, it is an unverified guess.
  5. Education & schools (strategy)

    An education institution (an university or whatever) will have area impact on turning people into educated or productive workers. In reality, the destory of such edcation institutions will obstacle young people growing to skilled workers. As a result, the elimination (no matter it is removed by players or destroyed by enemies) of schools will [b][i]gradually[/i][/b] reduce the well-educated population to a limit. We could explain this phenomena by the reason that older people are dying and the young can't get enough education to occupy the available vacations.
  6. Sunken Treasure

    Forgive me my poor English in advance! 1. Maybe you can encourage players to explore the under sea by rewarding them experiences. They will receive certain amount of experiences when sending sailors to collect treasures under sea. I don't know whether there is a level system in your game, but if you have such a system, balancing the experiences obtained by exploiting undersea and that get by normal ways is very tricky. 2. Some rare materials must be exploited in some specific spots under sea. 3. What's more, if player's goods will sink under sea, will some players rob others' goods by hitting weak ships. It will leads to imbalance between those novice players and experts in game. Yet in other aspect, it is intriguing to simulate a real pirate world. Maybe a EVE-like game?
  7. I am also a novice in developing games. I think that copying famous small games is a quick way to learn basics and to gain programming experience. Plus, while trying to accomplish programming goals, you will have several new ideas inspired by those masterpieces or you simply apply a small change, which may turn out a fun element. In my view, it's a efficient way both to learn and to create something my own.
  8. memory leaks

    From a research view of memory leak, there are two types of memory leaks. One is that you assign a pointer to refer a chunk of memory and then you change the pointer's value so that specific chuck of memory is lost forever, the other one is that you require a chunk of memory and never free it until the end of running your program. There are many non-commercial tools (most for research purpose) that can dealt with these two situations. For java, we have FindBug. As to C/C++, MemCheck is an popular tool. All these tools are free to use and are able to find your memory leaks in programs.
  9. Puzzle game difficulty

    I think this link may help you with tuning your gameplay. In this article, Chris raised a metric way to maximize the use of player's death or stuck in a level. I really love that way, hope it will also help you.
  10. How to speed up design process?

    I think philosophy here is simple, that is, the more effort you take in the design part, the less effort you pay in the implementation part. Game design likes creation of art, so there is no specific way to speed up your imagination skills or complete your well-consideration of designs. I believe that you pay much time in thinking how to create gameplay and in thinking through details carefully will greatly reduce your time on coding. It kind of like a trade-off. If you just try to get some ways of well documenting your ideas or assembling your imagination into clear images, I also believe that there are a lot of things to learn. Hoping others can give some clues about it.
  11. Formal Game Design Method?

    UML is a tool for designing the framework of program. It is a tool used by programmer or framework designer, not game designer or creative director. Usually, programmers take design documents from designers and make them into use-case diagrams. Then by analyzing the use-case diagrams, programmers try to design their class and objects to implement the whole design. So, UML is an ancillary tool for designing framework of program, not a tool for imagination or creative part.
  12. Goods, resources concepts

    Are you making a RTS game?
  13. Fully Immersing a player into a game.

    Agreed with Half_Duplex's second point, rewarding system is also very important for immersion, it makes player addictive to your game and thus forgot their time. Recently I am playing NFS: Hot Pursuit and I am always totally immersed in that game. Every time I completed a new event, I would won a lot of bounty to unlock a new car and to give me another higher title. This rewarding system keeps me addictive to the game and forgot the time sometimes. What's more, the tension it generated during a match kept me busy. Though I agree that being busy is different from being immersed, keeping you busy with the staff created in game necessarily leads to higher emotion like immersion cause few things in reality will divert you. So it is OK to let the player being busy, provided you have offered a complete and deep world.
  14. In most cases, Visual Studio will underline the uninitialized variable with green line, it often help me a lot. Besides, I will check my warnings after the build, sometime warnings will tell much information about uninitialized value. Except the cases above, like you I am also bothered with this problem and try to avoid using 0 in my programs.
  15. Enterprise Architecture 7.5. It's a commercial product though, it is very easy and convenient to use. In som cases during design phase, I would rather writing down on the paper for I will not be restricted by certain regular rules.