dimescion

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About dimescion

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  1. Keeping Track

    OK you've got a good idea for a game. How do you keep track as you flesh it out?
  2. Suggestions for Game Creation Software

    Thanks everyone, I'll try out Game Maker.
  3. I posted this in the game design forum first because I am a NOOB. Sorry.   Question in short form: I want to make a simple 2d game that has no sprites but only buttons you click to achieve goals, what are the best game creation programs for that in your opinion?   My Game Idea: You are a blacksmith tasked with running a shop and earning a living wage. You develop your skills to improve your designs and learn how to create more and more difficult items as you learn how from your master initially and then as rewards for finishing certain requests.   Of course finishing tasks takes time. The game will be centered around prioritizing what you need and gaining skill.     The game creation program will need a way to create: a 24 hour clock buttons with in-game adjustable menus a way to keep track of stats, an inventory system, what items the PC knows how to create, and what raw materials those items require. Multiple "areas" for the PC to access on an overworld map. (I envision a map where you simply click a button to go somewhere like say, bank, store, etc.)   What simple to learn and preferably free options are out there?        
  4. Game Development Software

    EDIT: apologies for this post as it's obviously in the wrong place. Brain-fart moment.   First of all, I don't know if there's a better forum for this in the "technical" area or somewhere. So I apologize if this post is misplaced.   Question in short form: I want to make a simple 2d game that has no sprites but only buttons you click to achieve goals, what are the best game creation programs for that in your opinion?   My Game Idea: You are a blacksmith tasked with running a shop and earning a living wage. You develop your skills to improve your designs and learn how to create more and more difficult items as you learn how from your master initially and then as rewards for finishing certain requests.   Of course finishing tasks takes time. The game will be centered around prioritizing what you need and gaining skill.     The game creation program will need a way to create: a 24 hour clock buttons with in-game adjustable menus a way to keep track of stats, an inventory system, what items the PC knows how to create, and what raw materials those items require. Multiple "areas" for the PC to access on an overworld map. (I envision a map where you simply click a button to go somewhere like say, bank, store, etc.)   What simple to learn and preferably free options are out there?
  5. Right now I'm trying to find out the average thigh diameter of a 20 year old man measuring from left to right. I'll need a lot of other measurements too, so I'm looking for a website with tons of average measurements for men and women of all ages. There's got to be such a thing right? It's the internet after all.
  6. evers and momentum

    Thank you for this buckeye.
  7. Space barbarians

    Perhaps the same technology that got them into space had some bad affects. Maybe their intelligence is suited to building spaceships and piloting but not many other aspects of "civilization." I read a sci-fi series once about bio-engineered aliens that overran their creators. What affects would growing up in a weightless environment have? Perhaps a complete lack of survival-of-the-fittest led to a drop in intelligence over time. Maybe their spaceships are run by a slave race? Maybe they undergo metamorphoses in life that leave most of them barbarous. Perhaps they are impanted with intelligence dulling chips by something else. Maybe it's a result of being able to interface more closely with their ship systems.    Lots of options.
  8. evers and momentum

    https://www.flickr.com/photos/132164022@N04/shares/9792SK Basically, it's where a character's hands push a staff in two directions at once. Thus accelerating the end of the staff to strike at an enemy. I want to be able to calculate momentum of the point of contact given a fixed plane, range, and the two opposing forces (hands) making it move.   I guess I wasn't sure what I wanted earlier, so thank you for your patience. I didn't realize the point of the fulcrum would change. Please ignore any previous posts as there were other things I made false assumptions over.   The equation possibly of interest is simply M1L1 = M2L2. N.B., 2 masses, 2 lever arms.   By ML you mean to multiply the mass by the length between the mass and the fulcrum? Would it be the same if there were two instead of one origin of mass providing the momentum. or should I just add them together? Wouldn't the velocity at the point of contact be faster than the hands if it was farther away from the fulcrum? I assume there would be a way to calculate that based on how far away it was from the fulcrum.   You probably want to find the impulse at the point of contact as well as the time to calculate damage (more time = biomass has time to displace, reducing damage) Also area (the smaller area the impulse is distributed over, the more damage - sharp weapons)   That is way too complicated for me right now, thanks anyway though. I'm taking this one step at a time.
  9. evers and momentum

    In any case, with regard to your questions regarding formulae - as mentioned in the guidelines in the Beginner's FAQ, the expectation is that you try to answer your question(s) yourself before posting.   I have done this. I could not find a formula for how levers affect momentum. This is why I've posted, and was mentioned in the OP. It seems like the issue was I searched for momentum instead of force.    there really is onlyone equation needed to describe a lever and fulcrum system.   What is that? That was all I was asking.   You also mention you would "like to calculate speed." Speed of what? Using what parameters? Those are rhetorical questions to help you understand that, at this point in the modeling you describe, that's like asking "How big is a box?"   I thought the formula for levers would affect the speed of the weapon.    I understand you want to add "realism" using principles of physics, even if in a limited way. Unless you already have a basic understanding of those principles, that's a bit difficult.   Which is why I'm asking for help.   Considering the multitude of attributes you describe that you want to consider for the physics, the ship "Happy Medium" has sailed. I suggest you take just one of those parameters, and use a lookup table to determine a damage factor - e.g., strength-vs-damage-factor. Then, taking a much slower approach than you've described, refine the way you calculate the coefficients in that table by asking yourself questions such as "What causes 'damage'?" Speed at the end of the staff? Mass of the staff? ... Pick one of those answers, do a bit of research to understand how strength may relate to that parameter and work it into the equation for calculating the table entries.   I'm currently trying to refine it like this. My original question was, "How do I calculate momentum given either class one or class two levers and spacing between the fulcrum, and areas of effort and load?"    I don't think I was as clear as I could have been, so I'm going to try and rephrase it. My damage factor is momentum. but what formula could I use to determine momentum for a rigid body on a fixed plane using different levers? I cannot find that on the first page of a google search for "levers momentum "fixed plane"" so I asked here.
  10. evers and momentum

    "Can you describe what you want to do in general terms, rather than how you want to do it? " A character attacks another, can he penetrate the other's armor, and how deep? What I want to eventually do is be able to determine the penetration of a blow against armor or flesh given contact area, the type of levering force, the angle of the blow, the distance the point of contact travels, the weight of the weapon, and the strength of the character.   This is extremely complex, I know, so I'm looking for a happy medium of semi-realism while still tacking on some basic physics. "strength" for instance will be a single stat.    I would also like to calculate speed.   Momentum is, indeed, mass*velocity, but mass*velocity*length aren't the right units for momentum. I thought that was the formula for angular momentum but some searching on the web has me wondering why I thought that... I am not even entirely sure if angular momentum would cover slashing attack (as opposed to a thrust.)   I want formulas to apply to calculate momentum given class one and three levers.    It sounds (just a guess) like you may be interested in the force of the staff when it strikes an object. I AM interested in the force of the staff when it strikes an object. I guess that isn't momentum? *laughs* I guess I'm completely out of my depth here aren't I? Even so, I feel like a basic semi-realistic mechanic could be doable.
  11. evers and momentum

    My title was supposed to be "Levers and Momentum." I pressed enter accidentally, and posted before I meant to.   How do I calculate momentum given either class one or class two levers and spacing between the fulcrum, and areas of effort and load?   The idea is to calculate the momentum of the swing of a staff used in two hands. Since a fighter could move the fulcrum and change the class of the lever by shifting his grip, I need to know how to calculate it.   I can calculate momentum with mv or r*mv but levers are beyond me.
  12. I found these polls. They're both just asking what the most important element in an RPG is but those who think character development is most important might be the ones most concerned about having a non-linear path.   http://angryjoeshow.com/ajsa/topic/2810-what-defines-an-rpg-for-you/   http://www.rpgwatch.com/forums/showthread.php?t=3944
  13. kseh, I hope the formatting is better now. It seems like a really could've been clearer, hopefully the edit will explain things better. I do want to keep to 2d and turn-based to require a high level of tactical thought from the player, and because I have no idea how to code 3D. It seems like this process might be a little too complicated to really explain concisely since the movement type is so variable. Essentially I just want to create a huge and realistic set of movements that the player can use. Combat will be kept simple by forcing the player to only choose certain ones that fit with his equipment combination and what kind of play-style he has.   Jefferttitan, you got the idea right. I wish I had explained it better. The only two choices the player has after the first round of combat is over is just movement type and area attacked. movement type is doesn't nessecarily attack but may reposition your character for a better chance at winning. There will be many movement types. The video you showed is pretty cool. The combat is surprisingly tactical for a real-time game.
  14. OK, sorry again for the length and formatting. Hopefully this will make things much clearer. I've removed and added certain things which will hopefully help, as well as streamlined the system. I may add certain things again, but I have enough on my plate for the moment. Also, this is for a single-player turn-based combat system where the player can click buttons in the GUI to order his character attempt various combat maneuvers. The results of which will be told to him via text, and which will be determined by stat checks usually vs. the opponent with a little randomness thrown in. I have a little python programming experience and since I don't want to do really basic game I figured I'd learn by working out how to do this. It's a complicated game, but the basic stat checks and everything should be simple enough to program. I'm just getting into Object oriented programming. It'll probably be useful for this. I plan on making a text based demo of just the combat system which will hopefully be done around a month from now.   What I want from this post is to know whether people like this system, how to improve it, and generally anything related to it that you think of. I just want feedback, any sort is fine. The first two paragraphs cover what I feel are the most significant differences between this and most other RPGs. The other two involve things a few other RPGs involve but the mechanics should be slightly different from most.   There are only four sets of choices that are directly given to the player during combat. Whether to run away, his stance, his movement type, and if his movement involves hitting or grabbing some part of the opponent, then area attacked. The tactics in this game involve determining how these will affect your stats. Every choice will add and/or subtract from stats, usually both. Choosing things that enable winning the stat checks for the movement types you want is essential to winning.   Except at the very beginning of combat a character can only run or change his stance as a result of a movement type. Because what happens in combat is only displayed via text I can make thousands of different types of movements easily just by writing text files, which the program reads, with the requirements and consequences of the movements to subject the player to. Depending on multiple things such as equipment, and experience the player will have a choice of a few hundred possible to pick from. You will not start out with these however. Obtaining most of these techniques will require questing, and exploration of a huge randomly generated world. Your character will only be able to remember maybe ten special movements for each stance/equipment/role combination. A player can set for any combination but since most will pick certain weapons to gain skill in only a few combinations will need to be set. Certain general types of movement will always be available nomatter the combination, and your character will start with them. Since equipment will be mostly determined before battle you'll have to design a specific combat style by picking and choosing which movements to combine with which equipment. My hope is to design a combat system that will be both endlessly deep and easy to jump into.   One thing that deserves mention is the roles in combat. In a real fight people don't kindly take turns during fights. One fighter will constantly attack while trying not to give his opponent time to react. I want to simulate this with a role system where on character is the attacker and the other is the responder. Who's the attacker will be determined by who's skill and armor combination lets them be fastest when their stats are compared. The responder is a slightly more difficult role because the stat checks made to wound the other player are harder to win. When they do hit, they cause deeper wounds. Changing a role can be done, but is different depending on what role you've already taken. An attacker cannot become a responder unless he stops attacking and the responder decides to start. A responder however can force a change by choosing and succeeding against the opponents stat checks with certain movements. The idea is to let characters excel at one or the other, or be decent at both.   The game will have no hitpoint system. Instead there are four types of wounds. A successful strike will always inflict a wound unless prevented by armor. Regular wounds inflict a stat penalty. Bleeding wounds will reduce stats over time, and eventually kill. Concussions will knock the enemy out, and lethal wounds will kill. All lethal wounds except for some to the head will allow the enemy one last movement before dying. This simulates reality, and if your character manages to do this before dying the death penalty will not be as severe.   Your distance and position from another character determines your stats aswell. This is too complex to really discuss but a spear is longer than a dagger and arrows shoot farther than throwing knives. This will all be modeled with separate distance indicators for ranged weapons and melee. Different weapons will have optimal ranges where they may get stat bonuses, and being outside of those ranges will inflict penalties if not completely disabling all attacks with it, and forcing the player into a response role regardless of stat checks. The player can change roles and attack by getting closer to the enemy via movement.   These are the basics of combat, and it's all a player would need to learn to be proficient. Since much of it is only what would be in a real fight or common sense it shouldn't be that hard to pick up. Here's the full list of what I'd like to see happen during combat, and in order. I won't explain it in this post because the last time I did that I decided to change much of it, but it should give you an idea for how combat plays out.   colored words mean that if the first colored word happens, the italic and underlined words of that color included, and if so, always immediately afterward. Question marks besides words indicate a choice given to the player. Note the red underlined words indicate if you fail at running then they happen to you, if you hit the opponent, they don't.   stats > equipment > run? > (succeed or fail) > position > facing > initiative > stance? > (attack or response role) > move type? > area attacked? > (hit, miss, or N/A) > area hit > wound type > wound severity > (position/stance change) > (death, kill or N/A) > end combat > (role change) > (repeat from “move type?” )
  15. Warnexus, thanks, I'll ask as soon as I understand enough to formulate an actual question. :)