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Brobot9k

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  1. Brobot9k

    Evolving neural networks

    Neural Networks are for machine learning right? I guess you could use them to create an increasingly fit AI which learns the players behaviour patterns and how best to counter them. Game AI always gets stale once you understand how its working, an evolving AI would be more exciting to compete against with more unpredictability if used with an evolutionary algorithm which would introduce random mutations in behaviour.
  2. I found some software engineering companies had some test projects on their websites that people could do and then send to them as part of a pre-interview process. That was some years ago and I've forgotten the names of those companies now, but you could look for those. When looking for new skills to learn, I would look up job listings and research the things they were looking for and try to do small test projects with those skills. That's how I learnt about MongoDb and Amazon Web Services. My company once hired one guy out of 3 potentials because he was the only one who had published a small game on Android, it was a very buggy side scroller that kept crashing, but it was better than the other 2 guys who had just a degree. If I was looking for a job with little available I'd make a free wordpress blog or similar and make small projects and see if you can host them on the website to download, that would impress.
  3. Brobot9k

    i need directions

    I guess the most common thing people start on (as I have) is 2D tile maps using 2D arrays and square UI elements which represent each item in the 2D array. Pokemon games are an example of successful 2D tile map games. AStar is used for finding a path through a 2D map (like pacman) to allow enemies to move on their own to goals or do point and click automated player movement.
  4. Is there a good online source for developing a browser MMO HTML5 game including hosting servers etc? I'm working on a browser MMORPG as a learning project to learn new technologies for my full time programming job such as Node, WebGL, Javascript and MySQL. I have a reasonable knowledge of these technologies and have created a basic 2D tile map with characters that works across browsers and platforms. I feel I know all the relevant technologies enough but just lack the experience of putting it all together and most of the advice I've seen seems to take its data from large games like Guildwars or WoW which is beyond the scope of my project. Some things I'm unsure about and would like to research more:- How to avoid people just taking my Javascript code and calling it their own? How many players does the average novices MMO game generate with just youtube channel advertisements and such? (I'm talking novice level, not Guildwars or WoW) Is it plausible to self-host a game server from home using FreeDNS and noIP and a spare computer instead of renting a proper webserver? (Are there legal implications? What kind of internet speed is required? How much data does a novice MMO generate over time?) What security implications are there to self hosting a server from home? (Are there any good Penetration tests that can be performed? Are hacking and DDOS attacks that common?) Do browser games break often due to browser API changes? Any other issues that aren't easy to foresee?
  5. Brobot9k

    How to design for a target audience?

    Things like User Group Analysis is very reliant on the skill and resourcefulness of the engineer conducting it. This link below has a nice table for categorising user groups. It is for website design, but you just need to change the names of the user groups and the names of the things they are rating. You could also use a numbering system of 1-5 instead of low - high, which would allow you to make calculations to give user groups different 'scores' for what they want etc. http://www.w3.org/WAI/redesign/users.html To know what attributes to measure, you'd have to conduct research. I'd say using game forums and making polls on them is probably the easiest and quickest way to start understanding what they look for etc. A good idea would be to read some books which have tried to approach the subject already.
  6. Brobot9k

    Statistics on successful game designs?

    Ok; I was just stating some reasoning behind the idea of using averages as an intelligent approach to game design. Of course a first person farm sim "might" not be a great idea (I wouldn't know for sure because I have not played one), but any analysis of successful game designs would have to take into consideration the target audience, the reason for the design choice, and attempt to create some sort of reasoning for coupling design choices.
  7. Brobot9k

    Statistics on successful game designs?

    There are many design principles built up over the years for developing good software; there are books on HCI which cite studies done into human short term memory which lead to things such as the principle that a user should never have to remember more than 7 items of information from one screen to another (7 items is apparently the average limit of short term memory for most people). Stuff like that helps to build better, and generally more successful, software. It's like Comparative Analysis, you compare and contrast and see what works well and what doesn't and try to uncover the "why?". Why does this sell and this doesn't? Ever wonder why the music industry is so big now yet they all seem so similar (or Hollywood blockbusters for that matter)? Averageness sells As much as we hate to think it, the things we like and don't like can be calculated with the right data to hand. Architects use programs to work out how people might flow through a building, because guess what, we all behave pretty much the same, we're all pretty average
  8. Brobot9k

    Statistics on successful game designs?

    Ah well, I thought it would be too good to be true, but I am quite surprised, as I'd expect it to be a pretty important aspect to consider in such a competetive market. I guess I'd classify most successful as being those who sold most copies and/or have the biggest userbase. Since nothing is coming up in my limited searching, I'll look some more and perhaps have a crack at doing an essay on it; the subject sounds intriguing.
  9. Doing some research in my spare time, and I'm curious as to whether anyone has already done an analysis of successful game designs? I'd like to see, if possible, break downs of things such as... Most popular genre; Most popular view point (first person, top down, etc.); Most popular locations (space, real world, fantasy, etc.); Most poopular story twists; Most popular main character attributes; ... Stuff like that; breaking down the most successful games into their commonly shared attributes and traits.
  10. Brobot9k

    Looking for critique/advice for my resume

    Personally, when I see things like "Proficient in analyzing and thinking critically about what is need for gameplay", it cries out "in my opinion". I think it would look better if you research what "analyzing and critical thinking" is in terms of game development life cycles. e.g. In software development, analyzing would involve Problem Domain Analysis, Comparative Systems Analysis, Requirement Stripping, Requirements Elicitation, just to name a few. These are more recognisable names for analyzing techniques and they would help you stand out as someone who actually does understand what analyzing is. Saying you are proficient at something and then not naming any technical names of actual techniques looks a bit dodgy to me. It sounds like you know how to read the back of a games box and write down what it does (I'm not implying you are that bad). The rest I like. I can't see many more ways to improve it. Just use more technical language that says "I know what I'm talking about and I've done my research".
  11. A friend of mine got into programming with no degree. He wasn't even that good at programming, he just kept applying to jobs and turning up in person to ask for work and saying he was willing to do menial tasks in a hope to move up. I think he started out doing basic computer maintenance at a company and they actually helped him to learn to program, which he was expected to do in his own free time. He's a developer now
  12. Brobot9k

    Idea's on Realistic/Real Life Role Play.

    I think if you went for the "fantasy life" aspect, that would be good. So you can get your dream job and earn loads of money and buy super expensive cars and live the high life. I think a lot of people would be attracted to that.
  13. Brobot9k

    Non-Permanent Perma-Death

    This reminds me of a mod I made for Oblivion some years ago. If the player died, he would 'respawn' at the nearest cities Inn. He would wake up in a bed with the following: 1. A popup would say "You vaguely remember falling in the midst of battle. If it were not for the passing Guard who stumbled upon your almost lifeless body, you would have been left for dead. He dragged you back to this Inn". 2. A random chance based on certain characteristics of your player would determine if you lost any items or gold. You could potentially lose almost everything you had apart from unique or quest related items. A popup would say "During the time you were unconcious, passing thieves stole X amount of X". If items were gone, they were gone for good and you'd have to try and find new versions of them. I found it to be an enjoyable mod, but sometimes it was annoying too if I was in a very difficult area and had spent a long time getting there. I actually cheated a few times to bypass it because I didn't want to be taken away from where I'd gotten to.
  14. Brobot9k

    Idea's on Realistic/Real Life Role Play.

    Personally, I would not touch this game at all, but then again I don't like The Sims or things like that; which judging by the popularity of The Sims doesn't say much for my opinion. One thing I would ask, is what is the timeline like? I wouldn't want to play a game that literally moved as slow as real life lol. Personally, if you haven't already, I would do a Comparative Analysis of games like The Sims and Second Life and look for what people enjoy about those games and what does or does not work well and then try to accomodate those ideas in your design. Real world simulators seem to do well in the market.
  15. From a pure software developer point of view (not game related), it looks good. Only thing I'd say is missing is Databases (SQL, Normalisation, and all that) and possibly Internet Programming like website design, javascript, etc. (alot of games run on browsers now). In terms of game design, I'd agree with ApochPiQ who says you need creative skills as well as programming skills.
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