arka80

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About arka80

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  1. Sending out heroes on quests

    What if you move the focus on actually creating the quest? The player, as the guild master, could be the one who creates the quest. Game provide him with events (bandits ambush on the bridge out of the city, mysterious thefts, murderers, kidnap...) and player create quests to resolve the problems. The amount of reward is the parameter for the game to determine the type and level of heroes who make a try. Each failure is a downrate on the player's guild (with economical side effects for the guild), while each success is a burst of glory, depending on the difficulty of the "event". This way player has to be creative, make choices and wait for a result, which is funny for me.
  2. File copy with progress bar

    looks also like they told you something about threads ;)
  3.   I gave you +1 because of the good arguments, which sure are true, but :) ... ... but our friend is going to design/prototype the game now, he has not an already made game, so he can be wise and think carefully on which spell to add and the like. Sure, this is all at the cost of a major effort for the dev side, but it's not impossible at all.   You almost made me want to try myself :)
  4. No, because a well designed game will take into account hit chance as a mechanic.  A spell that depends on having a low hit chance to balance it's deadliness will no longer be balanced.  Oops, it's now the best spell in the game in the other mode.  Creatures that were designed to have a high miss chance become trivially easy to defeat, etc. And if the designer decides not to utilize any of those features of hit chances, then why bother having to hit chance at all?     well, i will discuss on the goodness of having such a high level spell which fails to hit 90% of the time... Anyway, my suggestion was to half the damage done, so such spell will continue to be, probably, a balanced spell. Ok, hits everytime, do half the damage, which can be high enough yet, but also consumes a lot of mana or whatever. And I keep thinking that having a x% to hit chance is not too far from the same thing, only where x = 100. But hey, different points of view
  5. Norman was probably sarcastic, but I still don't think that giving the player the choice is building 2 different games. The mechanics are not different at all. One is simply more deadly, which leads to a different gameplay, not mechanic. It falls in the case of very very lucky players and foes who always hit (but dealing less damage). The mod in code can be as simple as a if statement.
  6. I think it is something very very subjective (for the player). I like the both, for instance.   What about give the player the choice? A config flag like "Hit Always" ? And maybe a constant factor to reduce the damage (if I hit everytime maybe a can make only 4 of 8 damage with a weapon; when I have to pass a to hit check I can blow full 8 damage).   This is something like a d&d (table) rule in which you can choose to throw damage dice or using a fixed value everytime (half the max damage).
  7. advices for tower defence in c

    Your best bet is try with sdl2. Here are the libs: https://www.libsdl.org/download-2.0.php Here the api reference: https://wiki.libsdl.org/APIByCategory and here some good starting tutorials: http://www.willusher.io/pages/sdl2/   good luck
  8. Wesnoth uses static sprites too if I remember, and it's quite a succesful game
  9. As long as the style keeps consistent I usually have no problems. You can always redo high quality sprites later, when you got a working game and an artist who would like to join. But keep it consistent, and when redo redo the whole thing, not just a couple of sprites.
  10. I've done something like this once, but used A* with weights in map according to different terrain types/features (rocks, dense wood etc). This way the road follows nicely the landscape, walking around large rocks or lakes, for example. It's good to make rivers, also, just use the height of the terrain cell instead of the "difficulty" to pass.   Another way (but never implemented) could be using waypoints. Put some random points between the start and the end and force the road to pass through them. You could add later features on these points, like inns, fountains, towns, or something else to justify a nearby road.
  11. I am alone

    Games, in the end, are made by programmers. Or skilled designers with the right tool, but let's face the truth. No code, no game. But games need art too, and programmer art usually sucks. So if you consider yourself an artist, I'm sure you'll have no trouble joining a team as an artist, but there's a big difference between a "hi guys, I've got a game idea, anyone who wants to code for me?" and "hi guys, who needs help with art? I can help".    If you really want to do your own game, you have to learn some programming or to use the right tool, like Unity. Or both. Or pay someone to do it for you.
  12. Long launch reflections

    There's enough material for a book here
  13. [C++] How to start building a simple game

    These are the kind of doubts that are signals for an overengeneering mind/approach (a very common disease, you're not alone!). Why struggle on think about a GameManager thing when you don't even know how to start? Manager of what?  What about coding it in a procedural way, so C++ without classes? If you throw away all the OOP (which seems an obstacle for you at this time), maybe you can focus on the actual game mechanics. So start as RootKiller said. Think of a structure for your data (2d array with enums) and write the routines to init SDL, draw the playfield with the hardcoded values in, and quit SDL.  At that point you actually started something.
  14. Let's make a Survival RPG

    I would like to see more small RPGs too. I'm a fan of completeness, I like to finish games but I'm also a father and have not so many time (often no time at all, actually). Glad to see I'm not alone. At the same time I'm not a casual gamer... don't like the word. Games are a serious thing, because they consume your time, and time is the most serious thing you have! I choose them carefully, and play with emotional transportation, or not play at all. Today small games are confused with casual games, but I disagree.
  15. Let's make a Survival RPG

    You're right, and actually a did (and finished) some short games in the past (none of them was a rpg, since I can't think to a "small in scope" rpg). But sometimes one only wants to experiment with a genre, problem is I always fall into rpgs... One day I will finish one, maybe.