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About KristofferDorph

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  1. KristofferDorph

    Seemingly random number based on coordinates

    I used a 2d Simplex Perlin noise, that is a modified version of the original: What I use is a javascript port of: [color="#999988"]http://staffwww.itn....implexnoise.pdf Wich works somewhat faster than the classic method, and for now, in a grid of (150,150) I can't really see any change in performance in comparison to just making a normal random number between -1 and 1 :-) /Kristoffer
  2. KristofferDorph

    Seemingly random number based on coordinates

    Thanks a bunch for all the replies ! Got it working with the Perlin Noise, super smart method :-)
  3. Hi gamedevs! I'm making a little game, where I need an almost infinite world. The game is 2d, and to make it less memory consuming I want the entire map to be generated based on a seed. The same way minecraft is randomly generated based on a seed. So in short, what I need is a number based on each x and y coordinate that seems random, but is the same everytime the map is loaded. For instance, x = 3, y = 5 gives 42 and (63,15) gives 23 Right now i use this equation: Math.round(((y) * (x+1) + (y/20) + (x/32)) % 20) (javascript) But it repeats every 32 block or something like that. Anybody who can come up with a fix ? :-) Regards Kristoffer
  4. Hi guys! I'm currently working on a travian, ogame, browser based game. The genre is sci-fi, and every user has one or more cities on the world map. My problem is this: I would like to use hexagons, for the map tiles, for two reasons: 1. Not used very often 2. Maybe suits the sci-fi genre better than rhombus's My problem with using hexagons comparet to rhombus's, is that I don't have an easy way to show the users where on the map they are located with coordinates. (could be fixed with throwing the coordinates away from the UI, and display a minimap in the corner of the real map) I also want all the players to be able to see the position of theirs and other players cities by looking at the player's profile. But I don't really know how to do this without the use of coordinates? Maybe a very small map illustrating the rough position, or direction from the center of the map? What do you think? or do you have any ideas to my huuugee problem? :-) /Dorphern
  5. KristofferDorph

    The basic idea

    Yeeeaaahhh! Yet another browser game! :-) Whuh! Yup, but actually I haven't seen any one with this theme and style yet (also the reason why I'm making it). I am tired of all those fancy browser RTS's out there, where the graphics is the main part of the game, and it takes away all the focus of the game play, and so does the "lets milk the players for money" things. I know! Payment, we need it, and so do I. Sorry to say it, but we can't just take away that part, but we can make it less important to buy, so that you can still get a great experience without using money. On the other hand, you will have an advantage if you do. So! the gamee, the gammeee! yeah, I know. Get to the point they say :-) It is an sci-fi RTS, in some universe, maybe on the earth, I don't know for sure yet. If you know Travian, og OGame you know wich type of game I'm making. There will be some resources: Crystals, Metal aaaaaaannd, yup, that's it. NO WAIT! There's power or energy, wich name you'd prefer, to run your civilisation, you need it to build, and to run your shit! :-) And a final resource (well I think it is) ... citizens! To work for you, and go to war for you ;-) That's it for now! :-) I will post some more details in the future, and some screens as well ;-) - Dorph
  6. KristofferDorph

    Online MMORTS guidlines and help

    Thanks for linking :-) Yeah, your right about it looking a bit iffy, but I definitely think the concept is great :-)
  7. KristofferDorph

    Online MMORTS guidlines and help

    So say, if I choose to put food into the game, it will make a soft limit, in the way that you have to use time (building farms) to generate more food for your warriors? And then having the price for farms go up as you level them up, it would cost more and more to keep a bigger army. But, because it's an online rts it also takes more and more of the players time the bigger his army and empire grow, so that is a kind og soft limit as well you could say?
  8. KristofferDorph

    Online MMORTS guidlines and help

    Thanks! :-) haven't really thought of it that way, even though it's just straight forward and obvious
  9. KristofferDorph

    Online MMORTS guidlines and help

    Hi Guys, I need a second answer on a thing I ran into. :-) I'm thinking about resources for the game, don't know why I'm starting there, but I am. It's a sci-fi "theme" so I've come up with these 2 resources: Metal and Food. The buildings will use power, so I was thinking a third resource could be Crystal wich could be one way to gain power, besides solarpower. The problem is, that in real life it's impossible to create power from crystals, so I thought of Deuterium wich is used to generate power in fussion powerplants. But is it okay to use Crystals or what is your opinion?
  10. KristofferDorph

    Online MMORTS guidlines and help

    Hehe, i sure will! :-)
  11. KristofferDorph

    Online MMORTS guidlines and help

    Thanks a lot for the detailed response, I've started playing some different games now to check them out and see wich features I like the most, as you suggested. I will also look at the other ideas on gameplay you've given me, thanks a lot for those :-)
  12. KristofferDorph

    Online MMORTS guidlines and help

    Yup, the plan was to create a Travian or Galactic Conquest like game, browserbased.
  13. KristofferDorph

    Online MMORTS guidlines and help

    Can be me who's mistaking, what would you classify it as ? :-) Although not RTS, the MMO Global Agenda has PvP and PvE. It has strategy elements as part of the PvP (Called Agency vs Agency) is a battle to control a strategic map. Each Agency vs Agency match has players competing over a map like most FPS games. The winning team give control over that map to the Agency they represent. Now, think of this in terms of RTS. Each Map represents a part of the larger strategic map. At regular intervals players compete on each map as representatives of another player (or group of players) for control and the winners give control over that map to the Player they represent. Any uncontrolled region would act as a PvE match vs bots. Also occasionally you could have AI make attacks against regions. This would also act as as a way to limit players from getting too big as they would have more chance (having more regions under their control) of getting attacked by the random AI raid. IT would mean they would have to spend more resources on defence or risk loosing control to an AI raid for a region. The idea I had for such a game sort of reduced the importance of base building on any particular map. Basically these bases that you built are temporary structures that would decay over time (in terms of strategic map time). However, the player could spend more resources to build more permanent structures (that would take a long time to build in terms of strategic map time - several tactical battle rounds). It would be these structures that built the units and such used in the tactical battles. Units could only be moved from adjacent regions into the current region. These units outside are reserve units, and they would take time to move into the area (however some units would be able to move more quickly - such as scouts - and these would act as the vanguard of the attacker and start the battle already on the map). Units already on the map (eg: owned by the player who controls the region), would of course start the mission already on the map at the start of the battle. [/quote] Thanks a lot for these inputs ! :-) really got me thinking about the way of designing the game.
  14. KristofferDorph

    Cute games?

    Hmm, I wouldn't say that it's all about dark and violent games. But yeah, a majority of known games are, because (remember my opinion) it's far more easy to create and make fun, you just give your character a big hammer, some opponents, a lot of blood, one ore more goals and there you have it!. The violent is somehow our nature :-) But violent games can be cute as well IMO, it's a matter of mixing.
  15. Hi Guys, I've been thinking some time now about making a online MMORTS game like travian, in a style similar to an old game I used to play. But as time has gone by, the game is gone and I can't seem to remember all the really nice things about the game. So, here the point of my topic comes! :-) I would like to hear if you've gotten some nice guidelines on what's essential for an online MMORTS, books games or anything you think would be suitable for me to read/view in my quest to create this game :-) Essentially anything relevant to create a nice MMORTS. I'm looking forward to hear from you :-) Regards [twitter]Dorphern[/twitter]
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