davidgutierrezpalma

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About davidgutierrezpalma

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  1. Server-side technology to handle time-based games

    If a tree falls in the forest and no one is around to hear it, does it make a noise? If all the people interested in the combat is offline, you don't need to calculate the result of that combat until one of the involved players is online. In other words, you should avoid calculations until a player requests the result of the combat and you should use the fast-forward mechanism not only when the player is online, but also when another player who interacts with the player is online: t0 - P2 decides to attack P1, army will arrive at t5. t1 - P3 decides to attack P1, army will arrive at t4. t2 - P4 decides to attack P1, army will arrive at t6. t3 - Nothing happens t4 - P3 army should arrive and attack, but since P1 and P3 are offline, we don't need to calculate damage at this moment. t5 - P2 army should arrive and attack, but since P1 and P2 are offline, we don't need to calculate damage at this moment. t6 - P4 army should arrive and attack, but since P1 and P4 are offline, we don't need to calculate damage at this moment. ... Much Later ... P2 connects and the server realizes he attacked P1 at t5, so the server must resolve (using the fast-forward mechanism) not only that combat, but also all the prior actions which involve one of those players before calculating the result of that combat: - The server calculates the results of the combat between P3 and P1 at t4. - The server calculates the results of the combat between P2 and P1 at t5. - The server doesn't need to calculate the results of the combat between P4 and P1 because both of them are offline and this combat happened after the combat between P2 and P1.
  2. Programming Language selection for Unity3D

    Unity3D doesn't use the same "Javascript" that is used in web development, but its own dialect that is commonly known as "UnityScript". If you already know Java, you should use C# because both languages are very similar, C# has more features than "UnityScript" and because you will probably find more information and tutorials (outside of the Unity Community) about C# than the other two languages together.
  3. My first game: UFO Puzzle Attack!

    Could you give it a try to see if (in your opinion) the gameplay is better balanced in later levels?
  4. My first game: UFO Puzzle Attack!

    Thanks for your comments. I have received contradictory feedback about this issue... some people says the game is too hard even with this mechanics, most people thinks the mechanics is fine but the first 5 levels are too easy and there are people (like you) who think I should remove completely the "colour-changing" mechanics. That is the reason I'm posting here, because I wanted to know the opinion of indie developers more experienced than me. Personally, I think the mechanics is fine but I didn't balance well the difficulty curve. I don't know if you have played the levels 8-10 but I think the "colour-changing" mechanics doesn't give you too much advantage. Maybe if I had done the UFOs faster the game would be better balanced, what do you think?
  5. My first game: UFO Puzzle Attack!

    Hi, I have created my first complete game and I would like to receive some feedback. It is a little action-puzzle game where you control a tank that must stop the invaders that are trying to conquer the Earth. Shoot them bullets of the same color to destroy their spaceships, but be careful: if a spaceship receives the impact of a bullet with a different color, instead of being destroyed, it will change its color! [b]iPad/iPod/iPhone:[/b] [url="http://itunes.apple.com/es/app/ufo-puzzle-attack-free/id410275995?mt=8"]http://itunes.apple....d410275995?mt=8[/url] [b]Android:[/b] [url="http://appbrain.com/app/com.davidgutierrezpalma.UFOPuzzleAttack?install"]http://appbrain.com/...eAttack?install[/url] [b]Web (requires the Unity3D web plugin):[/b] [url="http://www.kongregate.com/games/dgutierrezpalma/ufo-puzzle-attack"]http://www.kongregat...o-puzzle-attack[/url]