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About Deflinek

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  1. Deflinek

    Your Ideas on a current Game Project

    The idea looks very interesting but I would be careful with concept of player interaction when you can lose everything. If I understand MMO part of the concept right there may be players "hunting" other players that can't be really avoided. If a player can't choose to play solo or only with friends and is always at risk of such hunter that may lead to a lot of frustration. Similar problem had (not sure if it still has) Diablo 3 in hardcore mode where you lose all items on your character when you die. Even that the game is only co-op there were players that built their characters to withstand enormous amount of damage in order to lure random players into the middle of a fight they couldn't survive. Those player-killers were enjoying this more than actual progress in the game. Other than that I like the idea of turn based multiplayer "PvPvE" combat. Simultaneous order phase will shorten wait time even with larger number of players and may encourage grouping with others to take on mission too hard for each player separately.
  2. I'm sorry but it doesn't make much sense for me. Why the nobles should have an army on the imperial capital? To defend from whom? Even if they don't really like each other or the Emperor, in theory they play in the same team. Also Emperor having just small loyal guard while everyone else around has full army is asking for trouble. Emperor will hold his position only as long as no one dares or succeeds going aganist him. Showing off imperial force and forbidding any other helps a lot on capital. As for the last part (the planets) I agree 100%.
  3. The houses may have influence in various sections of the empire (ministries?), especially without 1-1 relationship. I mean single house can have different influence in say... research, military and espionage. If you support a house it gains the influence in existing and new sections. Now, if player wants to make decision "not in line" with influential house (i.e. cut all research funds in favour of army) then the research ministry will object and it won't happen. It may serve as a little hand holding at start for the player to not do anything stupid . But if he supports the house so it "likes" him they can agree to that decision. That way if player wants to explore more extreme path of the empire he will have to gain support of some of the houses to be able to make the decisions. And I agree supporting single house should be stupid idea as too powerful one would end emperor's career.
  4. Since the forum redirects by default to HTTPS the theme "GDNet 3.4.1" have issues. It looks like some content is still served on HTTP what results in security warning about not all content loaded, malfunction of javascript and slightly altered layout. Reloading the page with "allow all content" button solves the issue until I navigate to any other page (another subforum, specific post, ...)   I don't experience this issue using the "GDNet 6.0" theme. Testend on Win10, IE11.
  5. Yes, but I've just seen it too many times. Dev learns about regex then "Wooaa! Shiny! I can do so many things with that!". And you get abominations like parsing HTML to get page title. Bloated beyond repair to eliminate false positives in headers, comments and js. Thanks, but no thanks :) I would rather err in this direction and use old fashioned search if it's viable and use regex only when I actually gain anything always sacrificing readability.
  6. Try to avoid regular expressions whenever possible. They are very powerful for what they are designed for (esuring a text matches pattern) but are often overused hurting performance and readability. Your case is not what regex is for. There is no source text and no pattern to match. You will have problems later trying to extend your solution or debugging bizarre edge cases.
  7. Deflinek

    Why do most people recommend Python

    First of all, the recommendation is just it - a recommendation. You are not obliged to learn a language just because someone told you that you should (unless it's your employer but in that case it is hardly a recommendation :) ).   During my career as developer I learnt quite a few different languages and right now my language of choice is C#. But when my kid told me he would like to learn programming I recommended him Python. It wasn't because everyone recommends Python or because I know it inside out (I don't), but I can see it teaches good habits. Writing code that computer understands is easy, writing code that other people understand is hard and Python at least teaches you to format your code correctly - one instruction per line with correct indentation.   It is important because it gets you into habit of good formatting. In the end my kid as well as everyone else will learn many other languages and discover most are very similar. But habit of readable code will hopefully stay and make things easier for him and his coworkers.
  8. Deflinek

    CCG Questions

    One more note on the rule #8 - making the whole deck available for play will create exactly the situation you want to avoid (players look at each other's decks and declare winner). There should be some luck required for any card game (collectible or not) so player with less skill or worse deck can sometimes win. For this reason exists deck building used to draw limited cards to hand for play. Without it each game would be like chess where one of the players has 6 queens and 4 rooks. No amount of strategy or skill can make him loose if he is half-competent player. Even slight visible advantage will be discouraging for other players ("why should I play with you if you win anyway because of that ultra-rare card that you can just play at the best moment"). No hope that just because of slightly worse luck the opponent won't draw that card until it's too late.   Also the deck building is usually very important part of game that players can engage when there is no opponent to play with.
  9. Deflinek

    Creating Cross-Platform Code

      What platforms do you have in mind? What is your project? If you want to have just one dev box and write once run everywhere from 4k power-rig PC to xbox one, to ipad, to android smart watch, then no. It won't do.   For any platform you want to target you need test environment using that specific platform and test there often. It gets more and more expensive (mostly in time) with every additional platform you want to support because every new feature you add has to be tested on every platform and regression tests are required on all platforms. Every bug fixed requires retesting on every single platform to ensure it is fixed everywhere and didn't break anything else.   Before you reject any lib or tool that deviates from "cross-platform" mantra ask yourself - what justifies any additional platform for your project, then support only those that you found a good reason to. 
  10. TortoiseHg is a client for Mercurial (hence the Hg at the end). Any source control will be confusing at first but learning it will go a long way.
  11. Yes, bugs in your code are absolutely normal. You will find and fix hundreds and many fixes will introduce new ones :) Just get used to it and learn how to debug and find them. Your particular problem is likely something simple that will make you scratch your head in disbelief when you find it, but as NoAdmiral said starting over won't help.   Also Mercurial is in my opinion good starting point to source control.   You still may want to show us some code like your initialization routine or the player class before anyone here can suggest anything.
  12. Deflinek

    Obstacles in a dungeon?

    For some reason the first thing that came to my mind was Indiana Jones series :) In that mood I can suggest the following:   Strength - huge boulder to be moved, heavy door to be pushed Agility - large gap that must be jumped over or crossed on a rope (a the other side may be switch to raise a bridge for others. Intelligence - stone pillars to be turned in correct order,
  13. Deflinek

    How to track Fun?

    While I can't help you with measuring fun, I can share the elements of fun I found on amazing site "Sources of Insight". I hope it may give you some ideas of what and how to measure :)   Elements of fun after http://sourcesofinsight.com/what-does-game-design-teach-us-about-fun/ winning problem solving exploring chilling – lying on a beautiful beach teamwork – collaborating and cooperating recognition – someone else telling you you did a good job triumphing – similar to winning, you win and some loses. collecting – bringing things into collections (e.g. coins. in games), you can assemble a collection of things surprise – something you did not expect imagination – day-dreaming or creating with the mind sharing – altruism role playing – pretending we’re someone else customization – fun to choose your colors, design your own thing goofing off – letting it all hang out and just be silly  
  14. Deflinek

    Is Programming an RTS Game still good?

    I didn't read this either but I have opposite opinion. For a ten years old book on subject that tends to outdate quickly the fact that price is still around $40 means that this book may has valuable content regardless of unsupported technology. Also depending where do you live, that $40 may buy you a good dinner and few drinks. A price I would definitely risk if the subjects seems interesting. Even if at the end I wouldn't be able to finish the book's project exactly as described or even at all.
  15. Deflinek

    Custom Intellisense rules

    In that case you may want to look at "Code Analysis" under project preferences. It is available at least since VS2012 (I don't have any older one installed to check). You can fine-tune the rule set to your liking and set any issues to create errors rather than warnings at compilation. Any violations can be suppressed in code with justification message so they are highly visible in any code review process.
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