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Alexi Kirsil

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About Alexi Kirsil

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  1. I think one could use a requirement system for the tower creation. Similar to Space Empires series ship creation, the ships have minimum needs that take space and needs to be fulfilled. A layered grid should be sufficient for a tower. (Imagine houses. Grids are rooms and layers are floors.)   Say a tower needs power supply/intake, a targeting system, rotation engine. To create a tower, the player must add these required items to complete the creation process. They could easily also have different types. f.ex. one targeting system could be able to aquire targets faster, but would sacrifice range to accomplish it, while another targeting system could do it the other way around.   After the necessary requirements are fulfilled, the player could then proceed to add other items such as armor, weapons, passive stuff, shields.   A method like this is fairly simple and allows for extremely large number of different towers. 
  2. Alexi Kirsil

    Java Slick - Number of States

    Thanks a lot for the answers. Got what I wanted, which is awesome by any standard. As for the fourth question, you're probably right. If need be, I can just add the base stuff to the template file I got. Just thought if there were any awesome ways to make a "permanent" bar to hold information.
  3. I'm terribly new at this. (Both for programming and the community here) So, this black magic you call programming, I've been trying to summon a demon using Slick, but it seems that I need more information to conjure the next big hit in the industry. (In reality, I'm an apprentice summoner and will likely be slaughtered at the sight of anything bigger than a half-dead squirrel in a wheelchair.) Anyways, while I'm still taking the baby steps, I've been playing around with Slick in Java. There's a fairly wide variety of questions, just something I've tried to locate but miserably failed or couldn't find a source I could comprehend. (Hence, black magic) 1) Are there any limitations as to the number of states one can have at a given time. I like to have my "code.." (no, let's keep with "scribbles") neatly packed, namely in packages. And quite a lot of classes within them. 2) Is there any reason not to use lots of packages? They make things so neat and tidy. And I'd really like to try to keep my... scribbles clean. Classes, similar question, although this one might be too vague. 3) Is it alright to use classes to just store and give data to other places? (I'll try to give an example to get a little tighter area. Say I got a town. Town has a population, certain building and their 'levels', Natural resources and crafted production. Is it alright to use one class to only hold this information and their getMethod() thingies? 4) Tooltips! Actually, how can I show multiple states at the same time, if at all possible? (I recon the tooltips wouldn't need it's own state anyways, but say an... pff Action bar like thing that would show information one would need in almost all states.) Hopefully you understand them. Thanks in advance
  4. Alexi Kirsil

    Main menu for game

    I think the buttons might work if you make them (quite a lot) darker red. Being as bright as they are now, they really stand out from there ^^ "One of them almost punched me in the face" is how much they stand out. Other than the button color, seems like a very nice menu.
  5. I do believe you're asking about an alternative to lives. Not what happens after all lives are gone. And if you do ask what happens after all lives are lost, I answered on the bit in parentheses. Although I must admit, I have nothing on whether they're better than lives. Anyways, for the time I want to add that the time isn't an limit per se. In a normal scenario you'd have plenty, but every time you fail, you'd be losing x amount of time in addition to the time spent not-dead. Say, 3 seconds every time you're hit and 10 seconds everytime you fall down or are crushed. It would give you an alternative to lives and it has more options within it. Such as having less time will make even the same levels harder. Having an global time (across all levels) could add for some incentive to go back levels and replay them to gain more time on the last hard ones. And works as a difficulty level adjustment aswell. (if you have them) Hard having less global time than normal etc. I think it could add excitement to a platformer. Ps. I feel ya, I always write my messages on notepad. (Monospaced text, easier to edit)
  6. How about time? Make the player have a time to complete the things he/she is supposed to do, thus having lose time in both doing the action and 'dying'. Making it so the time is plentiful if you don't make mistakes, should also allow for another way to tweak the challenge. (Have less time in some situations). If time runs out, the level would fail. This is probably the most flexible of these I'm writing about. X time before a sandstorm arrives in a desert. X time before you freeze to death at a glacier etc. Or you could think of mentality of the character. Failing could make him a little bit more mad. Success make him a tad more sane. This, like time, could work on a game-wide scale. Probably works best if the game is about the character him/herself. Or something you're about to rescue. Probably best, if you're not shy about giving gruesome ideas to the player. I was about to point out that this wouldn't be such an awesome idea in a 'happyhappy' game, but I realized it could actually give a nice contrast that something is dying as you go. (Then again, I'm curious about emotional confusion in games ) Or the love of a beloved. This one's been used a bit on other games I think. Similar mechanic to sanity. I'd have to know more about the setting the game is in to be able to give accurate descriptions on how these could work. And for some more accurate ideas.
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