# lithos

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1. ## Eve online elements in a medieval setting

Add a new high score ranking based on accessing nodes.     Maybe tie in some non-combat related bonuses it like being a requirement to start some quests, getting better NPC results if you've activated nodes related to them in some way, maybe provide a title to people who maintain high scores for X hours of game play, and a title to the people who have achieved the highest number of nodes(max not current) in a period of time.     You travel to a totem/holy spot/site/node/whatever.   Activate it   Then are given hints to where the next closest one is.       Every time you die your "nodes" activated score goes back to 0.
2. ## Driving the story forward in a free-roaming world

If the player visits a certain area more often you could consider having your main story characters move there as well.   Essentially designed so the player will notice something unusual about the area(for a story line example you could always think of something like "howl's moving castle").   Or if you really want to get the player to do something the classic RPG "BURN IT DOWN"(the whole town).
3. ## Moving diagonaly how to calulate from horizontal and vertical speed

Try plotting X = 20Sin(t) and Y = 20cos(t).   t = time/tick, X,Y are points.       You'll find yourself drawing a nice little circle, and by being a Circle that means that every point is the same distance from 0,0.   Which you could use as your speed.   The hard part is finding the angle you want the player to move at and how to plug that into the trig equations.   But still basic trig, and even with minimal understanding you can still get it to work(I did in early highschool for a missile command game).  But the end result will allow you to move at any angle and similar.    __________   if you just want to be able to move at 45 degree angles than the distance the character will move along x and y is just Sin(45 degrees) Or Sin(1/4 * Pi) which will be around .707107 * velocity.
4. ## What Were Your First Games, & How Has Your Code Evolved Since ?

Visual basic.  First semester final project:  shoot bouncing balls.   Second semester final project: winsock/multiplayer tank game. Java.   First semester final project: Missile Command, ended up making it multithreaded without knowing that I did...   Solved a bug by adding extra explosions outside of the play area and other such magic.   Second semester: IRC chat client
5. ## Looking for feedback on ecosystem simulator MMO concept.

I've had a similar idea to this but far more limited in scope.   Essentially players designed and programmed plants and how they would grow.   Though I was planning on taking queues from something like a web empire building game.   Just give the players a giant grid with each box having 50 spaces.   Process everything over an hour and show the new world after the "game tick".   Didn't even have plans for having a "real login" system, just give the players a rapid simulator for testing AND if they release a plant in the wild they get a tracking code.

7. ## Games by younger me

I made multi threaded code without even knowing I was doing it before...  that was many years ago.
8. ## Approaching career as a lead designer

If you don't see more than 1 of yourself being useful to a 3-5 member team(Meaning 1 to 3 other people with different skill sets).   You're not going to be a designer for a small team.   Look at joining other teams.   There is a positive side about this that small-indy/hobby games fail frequently, and often.   Which means you're going to be able to get onto 2 to 5 of them in a year of time.   So this is going to get you two very valuable things: first you can learn from others mistakes, you also meet people that are actually useful(so you know who to contact later).
9. ## How would i implement friction?

Every game tick I'd bring the velocity closer to zero.   Then have different reduction values for not touching the ground and touching it.   I'd probably ignore everything else like inertia, would probably even ignore how friction changes with speed(it doesn't but you're covering more distance).    To get things like terminal velocity if I needed it I would probably just "word of god" say you won't go faster than X speed.   EDIT:  A Lot of programmers even cheat a lot worse and just use look up tables for where a character should be in a jump in some cases. ______   It actually makes a lot sense why the Internet isn't being helpful to you.   Physics equations have all those exponents to keep track of totals/positions.   However you the programmer are already keeping track of the those totals by always knowing the exact position of your character at all times(well most times, and depending).   So if you want the 100% right and correct answer you should go looking for the derivatives of the physics equations you're looking at.
10. ## Sectors & battles (strategy)

I'm not sure how to approach this. And what level of control over military to give to the player (the game is about being a space emperor, so military can't preoccupy you fully).   Should there be different kind of fleets (units composition)? Or should the player just decide what percentage of fleet (where each fleet has identical composition, just different amount of ships) should be positioned in a sector?     If I were playing a board game I'd expect there to just be a simple token that says +10% bonus to an attribute of the fleet(number of units, attack/defense power, or just changing how the AI will approach/flee the fleet).   I personally would limit the player to having only one of them(that can be rebuilt/reclaimed after making a new fleet).   Essentially you'll make it more valuable, and don't get false optimizations from the player getting more than they should.
11. ## Separate two colliding rectangles

We need to know a lot more about your game to do anything useful.   Is your game tile based?  Are they rectangles on coordinates?  something else?
12. ## Unity Creating a game - what skills would I need to recruit?

If you can't see a second of yourself being useful...   You have a lot work ahead of yourself to prove your usefulness to a team, especially since you said you didn't want to use monetary incentives.   Game design/production really isn't easier to learn than any dozen of other things you don't want to (programming/art/sound/whatever).   If you don't believe me when I was looking at Link pushing a boulder in Windwaker I only noticed 7 things going on, someone I'd call a designer readily pointed out 4 or 5 more (and annoyed me the rest of the night with other things they started to notice about rocks).   That's just pushing a boulder, sure it's a core+frequent mechanic but it's still just pushing a silly rock.  Essentially argument started from my programmer self declaring designers useless in small teams.
13. ## Unity Creating a game - what skills would I need to recruit?

Right now is actually a great time to hire the 20-25 somethings.   Lots of people just getting out of college looking for some freelance work to keep them occupied and fed while they work on job applications.   Which means that you're looking at people who have never been proven, required to be paid before milestones, and are less prepared than their peers(depending on how late in the school year it actually is).    So it's pretty hit or miss. _________ As for your questions I need to just say something worth being said for these types of questions.   If you don't know where to start you're not ready to, you should start by joining another team.   The bright side about joining a hobby/pre-indy team is that most of them will fail in a short while.   Meaning you could go through 5 or 8 in a year, which means you get a lot of chances to learn from other's mistakes AND know the most productive people who are willing to work on hobby/pre-indy teams.
14. ## How to Publish a PC Game and make a money from it

There is A LOT of helpful advice around.   http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/advice-for-aspiring-indie-game-developers-r3231  And other articles on this site. http://www.gamasutra.com/  So many articles here and other advice, and many sister sites to help you even more.
15. ## Identical Company Names

I thought the test was "idiot in a hurry" or at least described as such.