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About rpiller

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  1. What engines do you use, and why

    Leadwerks because: - By far the easiest 3D engine to use - C++ when I need it Lua when I don't - No royaltys! - Good and helpful community
  2. Unity Help Deciding On New Language

    Lua is a blast! You can use love2d library they used Lua. Leadwerks engine on steam used Lua as well and it's an easy engine to make 3D games in too. Lua is one of the most embedded scripting languages around and used in a lot of AAA studios for game dev.
  3. Honestly, I think the major issue is the bitcoins. I see bitcoins and want nothing to do with it. Change that and just make it fun coins in game or something and see how many players you get.
  4. I'm looking for ideas/pointers on how to approach user interaction with the world. The game I'm working on allows a lot of interactions (generally interactions with a 3D world are done from picking from the mouse position and/or a a button press). Interactions also generally come with a lot of checks (if statements). Are you in distance, do you have x in your hand, etc.   Currently I have these in the update statement as one would maybe expect. However, because there are so many I'm finding the code can get fairly complicated and large to follow. I'm wondering if there is some system that I can create that moves this to more of a configuration at the start of the game vs a bunch of if statements for each interaction in the the Update() method.   An example of what I have currently in the Update() function would be:  if click_tree then if in_distance then if have_axe_in_hand then cut tree end else move_to_tree end end By itself this doesn't seem bad, but when you add hundreds of possible interactions and possibilities the code just gets large and cluttered with tons of if statements. I feel like there should be a way to abstract these interactions to conditions and actions that can be configured at the start of the game. I'm also using Lua so the configuration of these may even be able to be put into a database/file as string names of functions and translated to actual functions at run-time.   Any thoughts/comments?   Thanks!
  5. urWorld (playable on Steam)

    This months update was just released today. We added fishing and a rabbit that runs around. More rabbits and hunting to come in the next update along with building structures.
  6. urWorld (playable on Steam)

            We do monthly releases. Download the game launcher and then download our game and check it out! http://store.steampowered.com/app/355500   Banished from your home town, dropped in the middle of the woods left for dead. Use your skill and cunning you attempt to survive the elements; hunt, and keep safe.  Environment:  The environment can be your best friend or worst enemy. You must use it's resources to help you survive  Weather:  The weather is constantly changing. Protect yourself from the elements.  Crafting:  Whether it be a creating a tool, or a log cabin. Items you collect can be mixed together to create something new.  Tools:  Increase your productivity with tools or make a previously impossible job possible.Once made you will need them to work the land.  Vitals:  The woods are unforgiving you must make sure you take steps not to freeze, starve or injured.  Food:  Gathering fruit in the forest or hunting a wild boar, you must find food to survive.  Darkness:  Beware the darkness. Terror lurks in the shadow of night.  Controls:  LMB clear area = Walk  LMB Click on object i.e. foliage = Use  LMB (Inventory Item) = Drag  RMB (Hold) = Rotate camera  RMB (Inventory Item) = Use/Equip MW = Zoom In/Out  Open Inventory Window = I  Open Crafting Window = C  Settings Popup = O    
  7. This seems very similar to behavior trees.
  8. Logging in with launcher app

        I'm confused with this statement. Not because of the facts is has but because you quoted something and I was looking for me saying that in the post but I didn't. I didn't imply Program Files anywhere either so I'm confused in the context you made this sentence according to my post. I do get the idea though about #2, which is probably the way I would go.   Interesting on the login token. I guess I just assumed all my game servers would have access to the central users database but this is something I'll look into, thank you.
  9. I'm creating an online game and I was thinking about a way to handle login and was wondering if the following has any major issues that anyone could see.   1. Have a launcher app (node.js) point to a webpage that shows news about the game. On launch it also returns the latest client version from the server and the launcher app then checks the clients version on disk (since it's node.js it has these rights). If different then download the new client files.   2. This would also have a login form on the page. A user would log into this site. The site would then validate id/pw and give a guid session id and add it to the games database under that client as kind of an access token and return that token to the client. Maybe also returns the game server to connect to?   3. After login is validated the launcher app would shell out to the actual game exe passing the token, the username (and game server address) as a command line argument.   4. The game exe connects to the game server using my network library (RakNet in this case) and sends the access token & username which is checked in the database to see if any record matches both those values in the users table. If it does then the game exe can now play the game. If it doesn't the game exe disconnects and doesn't allow the player to play the game.     I've never seen the launcher app be the login for the game. That's usually done in the game itself, but is there anything wrong with having the launcher app being the login process for the game and getting an "access token" to pass to the game exe? Everything has it's flaws but is there any major security issues that wouldn't exist with any type of login system anyway with this way of doing it?    
  10. What exactly is API-First?

      Microservices is not a new idea.  It's old.  It wasn't feasible back in the day because the amount of effort to maintain hundreds of services.  For each service, you need a physical machine, sysadmins to maintain the machine, developers to maintain the app, and some deployment process for updates.  One service is fine, but when you have hundreds of them, who's going to take care of it all?   Now with virtualization everywhere, Puppet/Chef/Ansible/Salt scripts for server maintenance and deploys, and recently Docker that can simplify deployment dependencies, the microservices idea resurfaced again.  It's not a paradigm shift.  It's like dusting off an old keyboard and you realized how awesome those springy keys were.     Didn't say it was new, just said it's the recent trend. Although if an idea was thought of before but couldn't be implemented then when it finally is implemented it really is new. Otherwise that's like saying if time travel was finally invented you'd go around saying that's nothing new just because we've thought about it before ya know.
  11. What makes a City Builder fun?

    I love the Pharaoh game way more than sim city. I like running a personal economy. By personal I mean seeing people actually harvest raw materials, bring them to a building to process, have them moved to market/storage yard and see people consume them. When I can see and control this entire chain and design paths and where to build things (I prefer more rigid building and paths vs looser) I get a lot of satisfaction.   One of my dream games is where this is 100% community driven in a massive online game. I'd also like players to vote on leaders (other players) who have a little more control over certain mechanics of the game (taxes, what/where to build public things, etc).
  12. Relation between mines & factories

    It's 4X. You have planets and construct infrastructure (mines & factories). There are no workers, mines do not "extract" anything in a physical sense (just a number of mines). There is just a global "mines output per turn" and it's compared with "factories minerals usage per turn", if the minerals are above or equal than the factories need everything is all right, if below some factories are idle/have lower production output.   What is troubling is that you ALWAYS want an IDEAL ratio of mines to factories. So it's a boring adjusting of sliders without any decisions (you ALWAYS want 1 mine per 1 factory, since that's the most optimal combination).       OK, so I can just slide the mine option to have 10 global mines and it'll produce x resources. Then I can just slid the factories option to have 10 global factories to consume those resources. It seems to simplistic to it's own demise I guess. This is generally why games are more complex. I feel that without adding limitations it's just doomed to be boring. You should always have more factories building a diverse set of things from resources than you have resources. So somehow you would want to limit mines. Maybe you have different kinds of mines and you can only have so many mines total. That way you have to focus on what resources do you want the most of and others you don't need so much of. This would determine what factories you want to what things you want made.   For example say player A, makes 3 gold mines and 1 silver mine, but player B makes 3 silver mines and 1 gold mine. Now the factories they pick would generally reflect this decision too but you'd always want something that requires a lot of both resources so no matter what the player will have to wait some time to make that big thing. The player who picks 2 gold and 2 silver can make that big thing faster, but they make the smaller things slower. Some kind of limitations and having the player make options makes it more interesting. They are then forming a strategy and that's more entertaining.
  13. Relation between mines & factories

        So you can place a mine on a goldmine and then it'll start extracting the gold resource at a certain rate? Then you have a factory that makes some product that uses gold? I'm assuming this is some kind of RTS?   The thing I would say is that this aspect doesn't really need to be that exciting does it? I mean the end product is what people would be excited about right? For example in Age Of Empires you put workers on a goldmine and forget about them until the mine is used up, but it's the things you can make/buy with that gold that really matters.   However, what you can do is somehow limit how many mines they can have collecting certain resources or something like that. You have to make them make a decision on what resources they need and not let them just be able to collect all resources at all times. Now they have to think about this process. Maybe you do this with some kind of energy source that can run only so many mines or something like that.   Limitations is what makes life & games interesting. If we always got everything we wanted then it becomes boring, but having to work around limitations makes us use our brains more and be creative and make unique decisions. You need to create some kind of limitation around these mines to limit things.
  14. The Borrower

    The Borrower has been updated with a new puzzle. The combination!
  15. The Borrower

    The Borrower is able to borrow fire to help him solve puzzles!     The Borrower is in very early development but we would appreciate any feedback on it. We currently run the game through the Leadwerks Game Launcher on steam which is free to download. http://store.steampowered.com/app/355500   Once inside the launcher search for The Borrower and give it a try! We'd love to hear your thoughts on the game so far. While you are there feel free to try some of the other Leadwerks games/demos by other Leadwerkers!   Our steam workshop page is http://steamcommunity.com/sharedfiles/filedetails/?id=527801322
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