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About DieselRay

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  1. I like the Sphere/Cone check idea. It would be possible to build in target preferences per weapon type. Thanks for the replies, this helps me look in the right direction!
  2. Hi everybody,   I'm about to start work on a 3D top-down shooter / tower defense game. One of the elements I want to have in the game is some vertical mobility, i.e. different height levels the game entities can climb up to or jump off, and eventually also flying enemies and flying player characters. I however have no idea how to best handle this in a way that doesn't make shooting an aiming weird.   Now when I look at how other 3D top-down shooters handles this... they mostly don't. From what I've seen 99% of 3D top-down shooters just keep everything on one plane so the game only has to handle aiming in the horizontal sense. The two exceptions I know off are AirMech and Running with rifles. AirMech sorta cheats by having a lower plane and a higher plane of combat, with a button to change whether your shots hit things in the lower or in the higher plane. I don't like how this feels when playing the game and I don't want to use it for my own design.   Running with Rifles has a system that interests me more, in that shooting at targets on higher ground happens automatically when aiming in their general direction. The best thing about it is that it is seamless, you just aim and shoot, and it works. However, I don't know how well RwR's system works with moving or flying targets, especially flying and moving targets with ground targets running underneath. Would this system still work? Or would it end up failing to properly hit the higher moving targets at all and just be frustrating?     Does anyone have thoughts on how this can be done, how Running with Rifles does this, and what might work for me?   [edit] I forgot to mention: Running with Rifles uses hitscan for most weapons which eliminates from of the aiming weirdness. I want to use ballistic trajectories for all weapons which will probably exacerbate the issues with hitting higher moving targets.
  3.     Because I'm a newbie, I stupidly didn't really stop to ask myself "What am I prototyping for?". But upon thinking about it I'm really trying to measure the immediate fun factor. Hey you did get the most important part of game design down: enthousiasm! :D The rest you get with experience. To figure out whether it's any fun you'll really have to prototype with an existing game or an editor like unity, because whether a real-time random obstacle course is fun will be heavily dependent on how fast the trucks are, how responsive they feel and the timing of the obstacles. Nothing on a board or in the garden will give you an accurate impression of that. Good luck with the prototype!
  4. I'm not entirely sure what you want to test with this. Is it the frequency of obstacles? Depending on what exactly you're looking for, it might not actually be possible to prototype meaningfully on paper or in your back yard. I would suggest getting a different game or testing program (such as BeamNG) and simulating what would happen in your game in those. Something like having your friends run a race while you call out 'obstacles' they have to react to.
  5. I would start by figuring out what exactly you want the system to do:   - What is the purpose of this subsystem in relation to the rest of the game? - What kind of challenge is it supposed to pose to the player? - What kind of feelings is it supposed to invoke in the player?   Establishing what you want to accomplish with it is a big help in designing how it is supposed to work.   Say for example I want to make a generic system that isn't supposed to occupy the player's mind much, it would just be planets with numbers saying "planet size" "population" "money output" that provides the player with a cash flow.   If it is supposed to involve the player and challenge the player to choose which planets to invest in, there should be a method for players to pump money into the planets and choices to be made in terms of effectiveness that do not have clear answers.   If I want to system to say something, maybe about war needs industry but how an industry will sicken a population, I'd have planetary development be a constant choice between balancing population die-off with industrial development, accentuated by text updates on the state of each planet's populations and their lives.   If I want to say the same thing but in a darkly humorous way, I would have the text messages be darkly funny (Yay oh Emperor thank you for your new edict that kills only 8 out of 10 children instead of 9) and have the most effective development strategy also be the most horrific one.     So, what is your system supposed to do?
  6. DieselRay

    Fall of Civilization

    How much of the video is showcasing what the game is going to be like when it is finished? Because there's a lot that can be said about the color palette etc, but it doesn't matter much if it's all placeholder art.   One thing that immediately hit me is that there's too much open space in this kind of map design for such a game. It seems like halving the move distances and bringing all the bits of scenery closer together will make it more interesting to look at.
  7. DieselRay

    4X, "imperial projects" mechanic

    How does resource management work in this game? Because if there is resource management it might be much more interesting to center Imperial projects around gathering the massive amounts of resources needed to build them. Make them a serious investment that are a challenge in themselves to complete. The era option sounds like the better of the two options you have presented as, with the limited information presented, it sounds like it better ties the projects to the setting. This is always a plus in my book.
  8. DieselRay

    Survival Game Elements

    This is a terribly broad question to answer. The two things I find important for my own enjoyment are: 1. An environment that rewards exploration. 2. A serious periodic threat. If the environment doesn't provide hauntingly beautiful areas, spectacular vistas or deep sprawling caves, it will quickly get boring for me. In a survival game I feel the world is one of the, if not THE main actor of the game. But to really make it interesting as a survival game I need to be threatened. The threat aught to be periodic so it isn't all high tension all the time, but the threat should really remain serious. Minecraft's survival mode loses me a bit on that for example. Early survivaling is interesting, but it doesn't take long to create an unassailable fortress with which you can sustain yourself forever, and the whole survival feel is gone.
  9. DieselRay

    Game to showcase sound design skills

    Here's another vote for helping out an indie developer. That way you can really focus on just the sound work, and you get to show off not just your technical work but also your ability to work with a team.
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