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Dr. Penguin

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About Dr. Penguin

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  1. I'm currently having some very vivid ideas for an application and I'm very confident that this time I come up with a fully fleshed out concept. The application is not exactly a game, but more of a simulator. To be more precise, it's simulates the evolution of small artificial entities, however with quite a lot of subsystems included, so there is a lot of stuff which can happen. However due to the various systems at work and calculations which have to be performed, I have to somehow get an estimate of whether or not the application I'm drafting has a good performance at reasonable settings. Of course the user self might deliberately choose settings which lead to a bad outcome in performance. This is something I don't want to hinder him in doing so. But I somehow need to get an estimate, of how the performance might behave when scaling up the simulation and what I probably could do as a designer to draft the subsystems in such a way that the performance is running at an optimum level. 
  2. Dr. Penguin

    Pokemon Go. Similar Ideas?

      It's important that the non-local player-player interactions still give the player some feeling of spatial / territorial control. E.g. in the RTS game I'm drafting, you build factories around ressource points in your local town. Once you have setup an infrastructure, you can use the non-local game component to build tanks and remote control them to do reconnaissance or attacks on neighbouring territories. It's of course important that you don't completely cut down on local player-player interactions and still give the player some sort of incentive to move around. In my RTS game concept, you might find for instance certain bonuses outside of your town, which can only be claimed, if the player explicitely visits these areas.   How you realize these components in a non-RTS game concepts, is of course a different matter. But I think, that at the end of the day, it's really more a problem of balancing the different modes of interaction to achieve the gameplay you want based on the playerbase you have.
  3. Dr. Penguin

    Pokemon Go. Similar Ideas?

      I recently got the impression that a Stalker-franchise inspired GPS based game mixed with some sweet urban exploration sites could be interesting.           You both point out two interesting aspects of GPS based games: 1. GPS based games are fundamentally local in their player-world interactions. 2. They require a 'critical mass' to foster player-player interactions, since they are also modelled as local.   So what if we include some mechanics which foster player-player interactions without them having to be fundamentally local in their nature? E.g. players could use the GPS based game component to gather ressources or build factories near their actual location, but use a non-local / non-GPS based game component to trade or compete with other players. This way we can significantly lower the 'critical mass' needed to create a fully functional game.
  4. Dr. Penguin

    UE4 now free

    I think this was an inevitable move. Unity has grown far too popular because of its accessibility.
  5. Dr. Penguin

    Population growth rate (4X)

      Currently I don't have much more time to throw more thoughts of mine into it. But if you"re a bit proficient in maths you might look into Lotka-Volterra models for modeling a population, especially when you have a population which preys on a regeneratable ressource.   http://en.wikipedia.org/wiki/Lotka%E2%80%93Volterra_equation   I think the model pretty much emulates the changing growth rates you desire. The only problems you might encounter on large time scales though might either be oscillations of the population number or extinction events. Though I think one might be able to modify the equations to surpress such behaviour. Anyways, I will possibly revisit this post this evening and write more detailled thoughs on it.   Note: You can utilize the model for the game by discretizing the derivatives.
  6. Dr. Penguin

    Academic resources on game design theory?

    Thank you both for mentioning GDC Vault and GDMag. I'll take look on these asap.     I always have enjoyed the conversations I had in this community. So I'm really looking forward for more valuable discussions with you guys. :)
  7. Dr. Penguin

    Academic resources on game design theory?

    I might be biased towards working with clear definitions though. For instance, from what I've read so far nobody makse a clear distinction between the terms "open-world" and "sandbox". Although if you take both terms literally, you just can't take them synonymously. Taking sandbox metaphorically, we think of a little child playing in an enclosed space with his toys and tools, out of a pure enjoyment of curiosity and creativity. Now exploration as can be found in an "open world" might be an aspect of curiosity, but it's not an aspect of the sandbox self. For a sandbox we require a certain level of creative interactivity with the game's world. And this level of interactivity is not given at all in open world games such as Flight Simulators and RPGs. In a similar fashion also nobody seems to use a agreeable definition of emergence. Where for one author, using mines to climb walls in Deus Ex would be an emergent phenomena of the game, the other author would say that this is just a chaining of the game's basic rules and thus does not qualify as emergent phenomena but instead rather emphasizes strategical and social aspects as emergent.   So these are the kind of conflicts I'm currently encountering.
  8. Dr. Penguin

    Academic resources on game design theory?

    Regarding the topic, I search content related to the open-world and sandbox genre as well as related concepts. Regarding the source I pretty much look for anything academic, preferably peer-reviewed articles published in journals but also books which cover some of the aspects slightly. Right now my problem is that I need to find some reliable and solid definitions which help me to further analyze these games.
  9. Hey everyone! I'm currently doing some research regarding a particular genre of video games, however I find myself with a great lack of academic resources when it comes to some very basic solid game design theory. So I wonder whether or not you know any good sites or journals to find some good academic resources.   Best regards, Doc Penguin.
  10. Yea, there are already some very simple approaches to include some of the mechanics into a 2D environment. Recoil could be implemented by lowering the damage of a weapon the longer it is shot. For the game I'm concepting, this would even allow a nice addition of a roleplay mechanic where I could invest my skill points into a better handling of recoil . Hide-and-cover mechanics with sight cones have to be rethought in my context, since my hypothetical game has free-roaming sections with NPCs which are neither hostile nor friendly.   Anyways, I'm more interested into whether or not some predecessor gave the simple mechanics one can think of an interesting spin. So if you know some good examples for 2D games with recoil / aiming mechanics or hide-and-cover mechanics, just keep the names dropping. I haven't watched all of the gameplay footage from the games mentioned above yet, but so far most of them seem to rather emphasize in combat fast aiming and skillful movement .
  11. Thank you so far for the games mentioned. To be more specific: Mechanics which compensate for the lack of recoil as well as hide and cover mechanics.
  12. Dr. Penguin

    What makes this rock bounce up?

    My best guess: The player is not supposed to block the spawner, thus any object which gets too close to it is deflected by design.
  13. Hey everyone. I'm currently thinking through some aspects of a hypothetical game. The game is intended to be an isometric 2D game with real-time combats which involve firearms. The problem I'm facing is that the loss of the third dimension makes the gameplay in combat radically different and less authentic. I already have some ideas how to compensate the loss of mechanics and still emulate aspects of 3D shooters, however some of these ideas would however also affect parts of the game which I probably wouldn't like to see changing.   So I was interested into whether or not some 2D games already came up with interesting and sophisticated combat mechanics for firearms which would be worth to take look at. 
  14. Dr. Penguin

    map borders in an open world game

    There's no right or wrong way. It depends on your goal.  An often used, simple, realistic border is water, therefor an island. It works for almost all settings, fanatsy,modern,urban etc.     Yea, I think the island setting is actually a pretty clever way of limiting the space in open world games without reminding you that there are actual borders in the game due to technical limitations. The possibility and expectation of getting lost in an endless sea is reason enough for me to stay on the island and not challenge the level boundaries.
  15. Dr. Penguin

    Alien Invasion

      They would just produce a giant load of toxic gas and release it on earth. Or blow up a couple of volcanoes or just toss some asteroids on earth. The resulting global winter should eliminate most of humanity within a few months. The only reason which would prevent aliens from doing this, would be the presence of some sort of "alien ethics" within their morale system.
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