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About paprik

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  1. Is this a troll post? All examples you posted are way more than just binary "stat > X = win" checks.   a) In the action RPGs you mentioned, your awesomeness is derived from your build [strategy], positioning + skill use [dexterity, speed] and perception. There is a lot of grinding but that has absolutely nothing to do with your original topic.   b) No comment on LoL. I think you got rekt by Rengar 5 minutes prior to writing your post. I think you're crying in the wrong forum.   c) You are misunderstanding the entire concept of DnD. Saving throws and dice rolls introduce the element of chance which is absolutely essential in a lot of games to make them more varied and interesting. Skill checks are not binary / predictable because you don't know what the X is in the "stat > X = win" equation, therefore you can screw yourself as easily as you can win.   Also, what is so inherently wrong with stat checks? If I disregard all the elements of learning, strategy etc. like you did, I can state that the entire school system in every country is a stat check.
  2. paprik

    WildStar CREDD System Explained

      Actually, I'm pretty confident that by 'most' you only mean EVE's PLEX. Runescape's Bonds can be traded / auctioned by players themselves. Same goes for cash-shop-only items in many F2P games, which makes free and paying players have equal access.   But that is besides the point. The article doesn't include any research into similar systems and claims "CREDD System explained" but most of the article are just predictions and guesswork.
  3. paprik

    WildStar CREDD System Explained

    You're using the term 'whale' wrong. A whale, in a micro-transaction economy, refers to a player heavily investing real money into the game. These are the guys who purchase 1000 gift boxes with 0.001% chance to obtain a legendary pink penguin mount :D   Also as others have mentioned, this system is far from innovative, subscriptions for in-game currency have been done in older titles as well. I believe it's mostly a not-so-transparent way for the publisher/developer to allow purchasing in-game currency, eliminating/reducing illegal third party trading. It is good for the dev, but can likely be bad for the player, if it influences game design choices and/or gameplay itself - e.g. whales leading guilds because of cash and not leadership abilities / skill.
  4. I misunderstood the reaction system before. I thought you meant it would influence the time you have to react - with 100 react stat, you'd have 2 seconds to react, if you had 200, you'd have 3 sec etc.   I can imagine the stuttering would be pretty annoying, since you're waiting for someone who you probably can't even see. Also it might be better to make the timer let's say 4 seconds, but always 4 seconds even if he picks sooner. This is because you'd at least know when it unpauses.   What I didn't see in the video is how you pick your attacks (not just counter attacks). Does the game freeze when your turn is up?   I think this system could be fun, but you really need to play into your advantages. Possibly the biggest difference over real time games is that you have more time to make decisions so you can browse the menus instead of having like 4-10 remembered hotkeys. This means your attacks and counter attacks have to be like super varied and fun.   If you haven't already, you should post in the Help Wanted section: http://www.gamedev.net/classifieds Sadly, I'm in the last year of my studies so I don't really have enough time to help.
  5. Interesting article. You bring up some very valid points.   However, the beginning of the second chapter is a bit weird. " In my opinion, this is a terrible mechanic for tower defense games. " I don't even know what that's referring to. Also, I'm not a fan of the font choice. It might be suitable for headings, but it makes the text a bit unreadable. And lastly, what would be nice is more examples of ways to be innovative - basically describing key concepts used in other tower defense games that make them stand out and what they have in common.   Anyway, good job and good luck with your game!
  6. paprik

    You Don't Need to Hide Your Source Code

    This article is a joke. You clearly haven't done much thinking if you came up with a single disadvantage - DRM - and a few debatable tiny advantages.   - You're basically offering every single algorithm, shader or subsystem that makes your game different from others for free.   - You kill any hope for a sequel/expansion/dlc. You'd essentially be racing with the fan created free versions that are going to be better anyway.   - Multiplayer hacks and account safety issues.   The one single advantage is that others could learn from your code. Sadly, half the time this would be a copy & paste - few lines in the better case, entire files in the worse scenario.   This concept of sharing could realistically only be used in small indie single-player games, which kills the sole advantage. While you could possibly learn a little from such games, it would just lead to cloning and unnecessary piracy.
  7. I thought I had it figured out, but the picture confused me :D I was assuming it would be more static and turn based.   I think that in general you have a problem with mislabeling things: one case of this on your webpage is when you claim "Most turn-based games and RPG games only let you attack when it's "your turn", the F.T.S.(Faster Than Sight) system allows you to make moves at anytime." If you play in real time then it's not turn based.   The second case of mislabeling is unnecessary renaming, for instance naming hp/life as vitality etc. People are just used to calling certain things certain names. In general you want to keep these conventions so that players new to your game could easily adapt, because they're used to similar things from other games.     If I'm understanding the combat correctly then you'd move in 2D space with lets say 'WASD'. And when you can (basically a cooldown is up) you pick one of several options - which could essentially be done by hotkeys / skill bar instead of the turn based menu. The 'counter' system is also common in many games - press a button at the right time to deal with an attack (fighting games, Assassin's creed etc.). What you added is the "Freeze-Framing" that adjusts your reaction time with the reaction stat. This could get weird since players who have better reactions and know their hotkeys will just ignore the reaction stat anyway. Everything so far looks pretty much real time and this minor adjustment basically only adds a lot of multiplayer problems. If I'm correct in assuming that MP could be more than 1v1, then all players would experience micro stuttering when other players make their choices.   I guess the closest games to this combat system would be something like Awesomenauts or some side-scrolling fighting games, just without the freeze-framing. But if I'm understanding the entire thing wrong then feel free to correct me. I'm mostly curious about the need to aim and how the positioning influences things. Also the Krono thing.
  8. Couple of things I'm curious about: - Do you play as just one character? From what you've said I got a feeling you'd only have NPC party members. - From the picture the arrows make it look like a triangle system - Magic beats Strength beats Support beats Magic. Is it so? Because if you only play one character, how are you going to balance it? - How is it different from class systems with hybrids? E.g. a paladin = half warrior half priest, yet he is essentially unique   Also, as with pretty much everything, I feel like examples are the best way to demonstrate and prove concepts. I would very much suggest coming up with some character sheets and a combat log capturing a simple fight between them. You will likely need to show it to the demo programmer anyway.
  9. A few points: #1 MOST IMPORTANT POTION RULE OF ALL TIME: Please, make potions easy to use, even have the use somehow automated. 90% of the time, I just don't bother with alchemy systems and potions in games. If there's 40 different kinds of potions that I have to re-apply every 20 seconds for a 2% increase in a certain stat, then screw that. If I need to open an inventory and drag pots to a skill bar etc, screw that. If potions are limited to a stack of 2 and clutter my entire inventory, screw that.   - no progress bar (either alchemy is important, then make it an involved process or skip to the result)   - either a great mini game or none whatsoever (no point in a simple mini game that's just a repetitive time waster)   - don't just hide recipes - people will google them. You could use procedural/random potions and make them find/google the laws by which they're generated. This way the player will have to put time and effort to get the upper edge.   - balance & tiers - if all pots are equally easy to make and some are better, than no one is going to bother with the rest. Make the best ones super expensive and possibly permanent.
  10. Hi there, I'm looking for a board game that I could do AI for. I'm looking for something challenging (but not insanely difficult) as this for my Bachelor's thesis. I'd prefer something tile-based, moving pieces, lots of options/strategies - that kind of stuff. Hopefully something less popular then chess, but popular enough so that I could compare results etc. Thanks in advance.
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