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About hpdvs2

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  1. @Madolite, Thanks for your feed back, but I have a lot of what I believe are good reasons. First off, I have developed a lot of game concepts, especially large scale games that never saw the light of day. My professional title is VR Solutions Architect, and I'm a Microsoft MVP for my work in 3D. (mostly business focused and educational) I bring this up to emphasize that my issue is not ability to code, or work with the technologies. The specific issue I'm trying to get through is faster completion of PoC's, and to have experience in a larger variety of game mechanics. Not just theoretically, but functionally. I'm trying to expand my abilities to be comfortable in game jams. Also, much of my professional work requires pulling together a game concept for business purposes very quickly. Also, I want to be able to get through Game Jams easier, and have trouble minimizing my goals into more manageable tasks. I want a lot of different code bases, So I don't get stuck in just a couple that keep growing, but instead focus only on the absolute minimum to get a concept or mechanic done. You are absolutely correct that I will end up having a lot of pieces repeated. But hopefully in different ways and approaches. Things I can try to shorten down a lot. May also make good blog posts.
  2. @JaminGrey - Thanks, This is really useful, Second comment on it lead to http://www.squidi.net/three/, which has around different game mechanics.
  3. I'm planning to build 100 tiny games, (the specific number is not so important). The general idea is to improve my skills, by pushing my comfort zones in game development. I'm looking for a breakdown list of 100 tiny game concepts. These are genre's, but then also pushing different concepts, like AI, physics, graphics, animation, etc... Any thoughts on this. Or if there is another post or article you can point me to. - Thanks!
  4. Great! Utility System AI was it. I'd seen it before but trying to find the name based on the description was proving near impossible. - Thanks!
  5. I remember seeing a name for this, but I can't find it anywhere now. In one of my courses, I use a weighted list to decide the choices for an AI. Basically, each AI class has 2 standard functions: Value and Do. [Value] returns a float, a percentage of how imperative it believes it is that it does this. I.e. when your base is under attack, sending troops to defend returns a high value. [Do] executes the AI. Then an AI Manager gets the value for each AI choice, and chooses to do the one with the highest value. I've seen a more formal name for this, but I don't recall what it was.
  6. @jbadams, 'idle/incremental games' seems like it was pulled right out of a list.  I've seen a few lists of genre's, do you have a link to where that one was defined.  I.e. I'd like to look through the rest of its list.      - Thanks! 
  7. I can agree it could fall under a "sim" title, but I think the term "sim" is bloated.  Most games "simulate" something else.  Battlefield is a sim game, in the sense that it simulates shooting.  But the general mechanic is shooting, and so the game is a shooter.   But since the game play mechanics for the title "management sim" could vary so much, it renders the genre title useless in describing its game play. My general belief, is that if all I read was the Genre, I should know something about how that game is played.  I.e. Shooter, Racing, Side Scroller.  These all tell me about how the game is played.  
  8. I have to disagree with that.  I think you might be confusing Genre with Theme.  The only difference between the games "Mafia Wars" and "Street Racing" is the text.  Its the exact same mechanics for both.  I can create a tick tack toe game with tire irons for X's and wheels for O's, but it still won't be a racing game.  If the Genre doesn't describe the general mechanics of the game, what's the point of genre's?     This makes far more sense to me.   Thanks!   Thanks everyone for your answers.
  9. Sounds like you might need to go a code route.  Personally, I would use multiple spheres, that are connected with Spring Joints.     https://unity3d.com/learn/tutorials/topics/physics/physics-joints   Then use Physics.IgnoreCollision to prevent them from messing with each other.     https://docs.unity3d.com/ScriptReference/Physics.IgnoreCollision.html   Then I'd connect the oobleck spheres with half hour glass shapes between each other, that resize and/or dissapear based on the size/distance of the ooblecks.    finally, I'd either work on writing the code for this, or purchasing an asset that can slice up models.  I.e. oobleck through a fan.  Though your still going to have work remerging/melting the oobleck in other ways.     *UPDATE*, I found this: I imagine you may be able to bend the code to get more of what you need, or use it as a base to rewrite your own. Check out this: http://wiki.unity3d.com/index.php?title=MetaBalls   (source shown)  
  10. I just thought of putting on a Kinnect, and getting a count of how many people are watching.  The more people start showing up, the more it adds effects.  if people start walking away, add some boost to sound effects to draw them back.   I never really thought of crowd manipulation before.  
  11. Another goal could be Reward for confirmed kill.  I.e. you've become well enough known that your enemy's are targeting you.  Additionally Reward for confirmed kill could be reversed.  I.e. Bounty for enemy npc's.
  12. perhaps you could also have time commanding a variety of lower level ships.  After piloting all of them for atleast X time or missions, it opens new missions for you,  I.e. This mission requires 2 destroyers, a battle ship, and 20 transport barges.  You need time commanding all of them, before you get to control them all at the same time.  (maybe not the barges though, or the missions with them would be smaller, like loading/unloading, docking, etc...   Particularly navigating an island shore to get vehicles unloaded.)     I also like the idea that at any point in the game, you can focus on a particular craft.  (boat, plane, sub, tank) and take control, at least in some part.  
  13. to support an open world, you will have to consider timing issues, short cutting travel, etc...   I.e. once you commission a new ship, it could take months before it shows up.     In WWII, one consideration might be paving an airport on a tiny island.  In WW2, these pacific island airstrips were vital for shortening the distance for aerial attacks.  But it meant intense battling to gain and control airstrip worthy land.  But once that is done, it makes sense that you would be "granted" control of a carrier at that time.     Additionally, you could start lower in command, controlling a destroyer in a group of ships.  I.e. have plenty of battle going on, but you get isolated objectives in battle, and can witness larger ships and strategies.  Then as you do well, you rank up, and control more ships, and get sent on missions where you are given more control.   Additional objectives, taking over an island airfield with as little damage as possible.  (make it useful sooner)  aside from repair time, you have the expense of fixing it.  money that could be spent on more weapons/troops/vehicles.   Also, Moral could play a major part of it.  after a good victory, (or island party to unwind) your sailors are refreshed and feeling more confident and capable, will handle better, aim better, react faster.     It could also be that if you are commanding a large force (many ships) your strategy plays a major role, but the ships still have their own decisions internally.  They will try to follow orders, but sometimes its just not reasonable.  And that point where they decide to do their own thing could happen sooner if your strategy sucks.   Maybe you could also "claim" ships.  I.e. take them over with out sinking them.  By focusing on weapons, then boarding.  You could use these pirated ships to launch sneak attacks, gain intel and more.  For instance the longer your pirate ship goes undetected, the longer you get advanced messages about the fleet.  I.e. they still trust their decoding devices.
  14.     I really like that mentality.  "Our progress".  That brings up the social appeal quite well.         Also a great point.  Promoting team work.  I just had ideas popping into my head to use the notion of their interference with each other.  For instance, I'm imagining Mario and Luigi running through a level.  Normally they would run by each other without interaction, but what if Mario Jumped on Luiji, and if they press jump again, it smushes luigi, Mario goes flying up higher than a normal jump, but they are tethered together then.  As soon as mario lands on the higher platform, Luigi is quickly tugged behind, and lands next to mario in his original health.  I'm liking this notion of interactions, but only positive.  Of course there is the idea that if mare misses the platform, he could pull Luigi into the pit.  So it would need mechanics/fun considerations.