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Plotnus

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About Plotnus

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  1. Plotnus

    About a state machine

    Hi @zoink I've been game programming for a few years and here is my opinion. @here is another resource from "Game Programming Patterns" by Robert Nystrom http://gameprogrammingpatterns.com/state.html Regarding the question "Does anyone have any suggestions on how to develop an SFML or SDL2 project around that concept." SFML and SDL2 are mainly about platform independence which is a lower level concern than the StateMachine. Get things rendering and a screen etc. then use your state machine to manage scenes. UI flow is a good place to start because the state pattern is fairly common and for temp UI you can just use really basic colored rectangles which are simple to create. I hope this helps.
  2. Hello, The current questionable design: I have lava that kills the player when it hits it. The logic to play the death explosion is in the object the player hits. When I did this I was influenced by what I read about Sims object design. By placing the logic in the object it's easy to add more objects with different logic. The downside is that responses are distributed in all the objects. The upside is that I don't have to write code for handling damage events and responses, and mapping damage types to death animations etc. I do feel this would be inappropriate for things like projectiles, and enemy attacks. However because the object it hits is Static I figured it'd be ok. The Ask: So, what are your thoughts and what would you consider a good design?
  3. Hello all, I'm looking to learn some tools for making programmer art. (for prototypes and whatnot) Are there any resources you've used that have been very helpful and stood out to you when learning art skills as programmers?
  4. Thanks for the help. Looks like I'll have to "buff out my stats" and get better at making do with what I find at the asset store. In general what I'd use it for is exploring some game ideas ranging from 3D shumps like alienation to platformsers and messing with some of the ideas in dead cells. I guess a part of the issue is that I get interested in playing with a few different styles of game but when I sit to start I hit this asset issue. I feel the asset that really gets me is animation and I have a feeling that this is a hard one to learn. At least good to know it's a part of the struggle / dilemma. I'm of the camp that unless you've worked together before the artist typically comes after a prototype.
  5. Hi All, I'm a solo programmer. I want to mess around and make a game/prototype. However, I have no art or modeling skills. I poked around the Unity3D asset store(non-exhaustive search), but didn't really find anything that would match what I was going for. Furthermore gameplay (for me) is tightly tied to animations and effects to get the right feel. What do you do about this? How do you go about prototyping and playing/creating a game and getting assets that "will do" without wrecking your ability to get a feel right? I'm fine with programming but as far as finding the right animations and assets I'm stuck. Any suggestions for getting around this? One idea is to stitch something together using primitives. I'm really not sure how to go about this one. I'm looking for something practical so I can just start coding and putting something together. Regards, Plot
  6. @Lactose Thanks for the gamepad tester site. It's been partially solved. I'm using unity and I turned down the Sensitivity to 1. It was at three. It still "sticks" at (0,1). I'll look further into the unity settings. Also, normalizing the input wouldn't work for this case, and neither would ant trig calcs. This is because the actual input values used to calculate the angle still contain the error, so the calculation just propagate the error forward. I must have been unclear that the actual input was bad, it looks like it's mostly due to the InputManager settings.
  7. Hello all, I'm working on some code to position an arrow in the direction of the left thumb stick. I believe I cannot get the behavior I want do to imprecise hardware. What do you think? Is there a way to solve this? Here is what I want to happen: - As the player does a full 360 degree rotation with a full push on the left thumb stick I want the aim arrow to do a smooth 360 degree rotation. Here is what happens: - As the player does the full 360 degree rotation the arrow sticks in the angles of 45, 135, -42, -135 degrees (four cournrs). Why this happens: - The raw input I get for the analog stick hits a value of 1 well before full extension. This means that there is a large region where x and y's absolute value will be greater than one. This in turn leads to that stickiness. My thoughts: - because this happens at the hardware level and the value's max is one there is nothing I can do about it. What do you think? Is there a way to get the behavior I want, that is a nearly exact mapping of a extended joystick angle to angle I get from the input.
  8. Plotnus

    Loadout System Design?

    @Jamison Thank you very much for the help. After reading and thinking about your post and thinking about the systems, I feel I got to a good spot. You helped me realize that I been too focused on the data and hadn't focused enough on the actual problem and how to split up responsibilities. So, thanks again. It helped a lot.
  9. Plotnus

    Loadout System Design?

    @Jamison Thank you for helping me clarify. I'm looking to answer the question of how I would structure my data? I'm looking for help with drawing the line between loadout specification, and loadout verification. The questions I want to answer are How will the loadout be stored in memory(structs)? UI will need to highlight the items the player can select so there will have to be a way to know what set of items is a valid option when using that UI, and I'm not sure where that information will live. It could live in the structure of the data. It could live procedurally. It could live in the data. The system will be very similar to the "classes" of Call of Duty. There will be a primary, secondary, and special weapon. Each weapon has special attachments that impact the weapons stats, or give the ammo special attributes like vampirism, or possibly impact character stats. Weapons have: a limited and maybe variable number of attachment slots Attachments have pre-requisites such as: The type of weapon it can be attached too There can only be so many attachments to one weapon. Attachments can have several tiers The player does not have to use all available loadout slots. There are slots for several Cards. Cards allow the player to buff themselves in different ways. Cards impact abilities, player stats. Cards can have several tiers. Most, if not all items have a cost associated with them. The player only has X points they can spend. Some Items have pre-requisites. A loadout is not the players starting inventory. It is a specification of what to grant the player in addition to base inventory. Granting a loadout item doesn't always increase the player's inventory. I suppose I should put together some pseudocode/code before posting.
  10. Hello, I'm interested to hear peoples thoughts on what would make a good structure for a load-out system. Requirements: Designers will specify some default load-outs. Designers will have to specify loadout item pre-reqs. In game players can create custom loadouts. Items selected for the loadout will have costs, and pre-requisites (eg an attachment for an axe) There are different types of items. (Weapons, Perks, Aura's, Recipes, Etc) Some things I've thought is that loadout specification is a separate problem from verifying weather a loadout is legal. This leads me to think of a loadout as just a set of symbols. But then that would require lookups of some sort. And then I start wondering about adding structure to the loadout specification which would make the definitions do some of the loadout checking (eg. # of allowable weapons) But overall, I'd like to hear your thoughts on what would make a good loadout system.
  11. Hello all, I'm looking to play some great games while also watching presentations, or reading technical articles, by the developers who developed the game. Essentially I want to hear about what they did while they made it, technical, design, or AI. One game that comes to mind is The Last of US, after all there are a good deal of articles on the game in Game AI Pro. What are some other great games I could play through that have a plethora of talks I can watch or resources I read as I play through the game? Thanks!
  12. Hello Gamedev Community, What now? What are the new rules of the game, and how do I best play them? What are my next short, mid, and longterm goals etc.   Thanks for helping a Rookie out. Best wishes, Plotner.  
  13.   Great points. I feel a bit silly for asking about shirts, but I think that's just my detail oriented propensity. Everything says something and has an effect. But, to your point, it won't do much. Reminds me of the 80/20 rule. It's a better use spending that energy reviewing. But to the other side, clothes do matter. They help form first impressions and people like to find data that conforms to their preconceived notions. So essentially use them to help the interviewers develop that initial bias in your favor. Then give them all the data possible to confirm that bias. Granted you'd still have to do well. Either way, attire does play a part so, why throw that communication opportunity away? But I see your point. It's not like a shirt is going to make it a yes or a no. If you're borderline it'll probably just be a no.
  14. Hello everyone, I have an interview with a company next week. I'd love to work with them. I want to do all that I can to help my cause. I've heard that you should help the interviewer see you in the position and see you as fitting in. This has me thinking maybe wearing a shirt with their latest game release could help. It'd show enthusiasm and excitement, and a lot of their team members are probably wearing one. But then I wonder maybe it's too desperate and could rub them the wrong way, and I should just go a safer route.  Another thought is to wear a shirt of a popular Mexican food joint about 10 minutes away. This could help get conversations started & help them see me as a local. The last option is a plain black shirt, but that seems kind of forgettable... What do you think?
  15. Plotnus

    Pd.D. C.S. Research Topics?

    The area I'm interested in most would be close to the hardware. I'm taking OS and compilers this semester and really love playing around with llbd and getting to see the computer in action. So, whatever domains could help keep that useful.. But, from what you listed, AI, multi-threading, scripting languages, build systems, asset management seem to interest me the most. But, so far I love getting closer to the metal & am just trying to figure out what to peruse to see what interests me/ a potential research topic. Thanks for the link. The topics I find most interesting here are: A modern programming language for real time graphics. Deep Learning: A new tool for content creation and game design. Geompetry and Material Representation in Games.
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