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MashesButtons

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  1. If you're looking for something in real time, I would suggest Real-Time Rendering. However, if you're looking for something a little more universal, I would recommend "The Fundamentals of Computer Graphics"
  2. If your light's position is in object space, and your mesh is in eye space, then imagine that you have a light that is in a position away from the camera that is equal to it's position, and moves with the camera when the camera moves.
  3. Using a linear interpolation between two angles will result in something that looks off, even if it's for 2D space. If people could linearly interpolate theta and have it look correct, then they could linearly interpolate phi as well.
  4. We're approaching Alpha, so we haven't done a lot of testing. However, the reception from just explaining how the game will work has been incredibly positive. Testing will begin in a few weeks. If someone found a way to turn a shooter into an asynchronous social/Facebook game that was more than just score comparison, I think that would be freaking huge. Persistence, if done right, would be amazing. To many social games are single player experiences. One interesting way to do this in a social RPG could be to have the ability to give out quests, where you ask other players to bring you rare or hard to reach items and pay them/give them experience for their troubles. That way there isn't an over reliance on main game quests, and the quest options would change for every player over time.
  5. This is a topic I feel many designers, developers, and gamers intentionally neglect. Social gaming has huge, untapped potential, because the goal is to turn human interaction into a game mechanic. However, right now, most if not every social game the player to player interaction falls into one of the two categories: Score Comparison or Bonus Resources. The market for these games is huge, and we should really be trying to take advantage of it. Right now, I am developing a social game with asynchronous PvP play, with both an attacker and a defender. The attacker plays a stealth game, and the defender plays a tower defense game. The goal is to also allow for the defender to have limited forms of information in order to change of improve their defense. One person who I have spoken to believes that co-operative play has a lot of potential. What kind of mechanics or social interactions do you think we should be using for social games?
  6. Make the game with both board styles, and then get people to play-test both boards. Better to get the information from potential users.
  7. I agree with NeoMortiny. If you change your design every time a new idea comes into your head, you'll end up with feature creep. Just start programming whatever version of the game you have now. Once you have most of the game finished, then you can see if gameplay elements need to be tweaked or readjusted. Unless your game has dynamic storytelling with player action directly affecting the story (and if you do, you might not want to work on this alone), then don't worry about story so much right now. It's much better to just get your mechanics in playable form. If you don't think the game is fun at all while searching for the fun factor, then that's a different problem.
  8. As long as you don't release the game and only do it as a training exercise, I don't think it would be an issue. Do you just want system rules, or do you want to add in a list of possible abilities as well?
  9. How many different actions can a player do? If the game is also for computers I can imagine that there's more to it than running and jumping. If the player has a lot of potential actions designing UI for a smartphone gets very difficult due to the size and number of buttons that would have to be on the screen. Looking at the size of the Droid screen, I can't imagine more than two or three buttons per side. Also, you should definitely keep any player info in the middle of the screen.
  10. [quote name='Khaiy' timestamp='1300125892' post='4785686'] So, what if the mechanic were that death to a member of your active party (those that you take into battle with you), while possible, is still preventable by player intervention (spells, items, etc.); a system where in a particularly high pressure situation (like a major plot event, featuring a large assault or something) your characters might die but in a regular battle, it's almost certainly not going to happen unless you choose to. BUT, you can send recruited characters on missions, carried out off camera and without direct player intervention. If you send a character or group into a very difficult mission, death to some is a possibility, and you won't necessarily find out about it very quickly (you might have gone on and completed your own tasks, making re-loading more of a hassle for you). In this situation, would you still reload? Or might you manage risk more carefully in where you send your characters and how you equip them, avoiding high risk missions unless they're particularly crucial to you? And if you attempted such a mission anyhow, and a character died, would you reload, or play on but feel cheated? [/quote] What you're describing here is how the mission structure was for recruited assassins in [i]Assassin's Creed Brotherhood[/i]. Personally, that system caused me to manage risk effectively, only sending recruits on missions when the chance for completion was around 90%. I think you would need to be very careful with how this type of system is implemented. It's really easy for the player to feel cheated if the chance of completion for two missions is 90% and he fails both missions. As long as this is handled well, I would play on and feel fine about it.
  11. Go to Kongregate and play some of their games. Think to yourself, "How can I improve on this idea/completely fix this awful idea," and then do it.
  12. I don't care about whether or not the came is cute, I care about having a game that is fun with polished mechanics. I agree that most people associate cute games with shovel-ware, but look at Kirby Epic Yarn. That is a fantastic game and it's adorable. If the game is fun then the setting is just a way to exemplify the fun.
  13. Have you thought about checkpoints? For the bomb segments you could put them in places where you don't need old bombs to progress, and for the block puzzles they can be at any point close before it.
  14. Survival Mode, I feel, would be counter-intuitive towards the puzzle aspect of our game. The focus is more on the pattern-matching aspect where the enemy's are the resource we are trying to match. We're thinking about movement and bullet upgrades. Right now we're trying to focus more ironing out the core gameplay mechanics before we move on towards extra systems like Achievements and Score, but they're in the back of my mind somewhere. [img]http://public.gamedev.net/public/style_emoticons/default/biggrin.gif[/img]
  15. Hello everyone. I'm currently in the middle of developing a game. Right now, the main concept is finished and I was wondering what other people think of it. The gameplay specs are almost finished but I can discuss the mechanics if people need some more clarification. Any feedback would be greatly appreciated.