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About RidiculousName

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  1. Starting A Game Development Blog

    Thanks for the answer! I've never blogged before and I really have no idea what it's about. At the moment, I don't know what I want beyond just that keeping some-sort of a progress log can help motivate me. I have no concern for additional sales since this is a personal passion-project. I'd like to post it online since the idea that some people might see it, is a motivator for me. Also, I'd like to keep friends and family up-to-date.
  2. Starting A Game Development Blog

    I think different people experience different things. I would like to give it a try at least.
  3. Starting A Game Development Blog

    I'm thinking of starting a blog to encourage myself to keep up work on my game. I figured I'd just write about my experiences making the game. But I've never really done a blog before. Are there any good resources about blogging that specifically target blogging about your progress making a computer game?
  4. Dealing with Multiple Characters with Different Attributes

    Again, Alberth!? Every time I post a question you're there with amazingly well-reasoned and detailed answers. Thank you! I'll take your advice. Only one thing still puzzles me bit. The method I gave as an example is held within the Combat class. Have I misunderstood you?
  5. Dealing with Multiple Characters with Different Attributes

    So basically, you have an array for each character and switch the identifiers of the arrays based on who fills each role? If that's what you're saying I get it. It seems fairly simple, and would work. I'd like to examine other possibilities still. Thank you for the quick, and in-depth response. I'm sorry, but I don't understand Python 2. I'm guessing that's what these examples are since we never seem to end lines in Python 3.6 with semi-colons. I'm not sure how to make these examples work since I don't understand their formatting. I've never seen class-level variables called in that way, with two periods, to reach specific data. Could you please explain it or link to a website/video that can help me understand how to do the same thing in Python 3? It seems like some of your ways might be better than how I've interpreted ApochiPiQ's suggestion.
  6. I'm trying to make a game where the characters are randomly generated and retain individual attributes over time. Right now, I'm working on the combat system. I've made it so the roles of "Attacker" and "Defender" will switch between the player character and the NPC they are fighting. Problem is, I'm unsure of how to organize it in an elegant way. All I can think of is doing a bunch of if & else statements every time I need to check. Could you suggest ways of doing this in an elegant way? If there is anything in my code that could be significantly simplified don't be afraid to point that out either. Here is an example of one of the methods I could use help with. In it, I am taking the int type variable, "overall action score", or OAS, from a tuple, which then helps to determine the force of any attacks that land. On if and else statements, I am checking who is attacking, and calling one of their respective physical attributes. def forceFinder(self): """ Determines force of strike from OAS and alacrity. """ #subtract attacker OAS from defender OAS force = self._oasTuple[0] - self._oasTuple[1] #exponentially adds to force according to alacrity and #margin between attacker, and defender OAS. for i in range(0, force, 10): force *= 1.10 if Combat._attacker == "pc": force += Combat._pcAttr["alacrity"] * 3 else: force += Combat._npcAttr["alacrity"] * 3 return int(force)
  7. RPG - Fast Paced Tactical Gameplay?

    That's hard to say. You could try a system like a cross between the modern Final Fantasy style of limited time to choose your move, and FF tactics. I can't think of any examples except perhaps the combat in some of the older Relic games, and it seems like you don't mean RTS games. Perhaps you could be more specific? Honestly, you've come up with something that's really hard to think of examples for. Maybe Valkyria Chronicles?
  8. Just published my first game. Any advice?

    Congrats on your first published game! If you have a pattern of squares in the background, and made the "food" align in these squares it may look better. Of course, don't clutter the background. As far as crashing into a wall, well, I think that's up to you. You might try reducing the tail, and have the snake move in the opposite direction, or randomly move along the wall up/down or left/right from the point it hits the wall.
  9. WW2 war game idea

    This might be easier to do as a mod than an original game. I doubt many posters here want to get in a chat room with you. Have you made any games before? This seems very complicated for a first project. One bit of advice, don't do 3D your first time. It's harder than you might think. The basic idea seems good. It seems like arming the American riflemen with semi-automatic firearms without giving the Germans an equivalent seems like it could end up unbalancing the game. Of course, without knowing much about how the basic mechanics of the combat works, it's hard to say. You didn't mention tank warfare, so I am confused by the anti-tank troop type. This seems like a typical online shooter. Of course this idea works, but it also doesn't do anything particularly new, or take many risks. Typically people will only post on design threads they consider serious, or at least interesting. First, make us believe this game might actually get made.
  10. Turn-Based, SP, Combat-System Idea

    Hey, thanks for responding. I'll edit my first post later to make it clearer, but the blood system is meant to be a way to keep fights from going on too long than a name-change for an HP-system. Bleeding is a constant drain on your blood-level, since all wounds inflict some bleeding. However, most matches will be decided by who gets the worst disabilities, (I couldn't think of the word "injury" when writing that. Another thing to change.) many will outright kill you.
  11. Turn-Based, SP, Combat-System Idea

    If this isn't considered too soon to bump, I would like to see a few more replies. Especially replies covering what specifically you like or don't like.
  12. Turn-Based, SP, Combat-System Idea

    Thanks MetalTug. I wonder if I did anything wrong. I haven't gotten any responses for five days.
  13. Prior Videogame Experience Research Study

    What does the study mean by "peer group?"
  14. Okay, so I've got an idea for a turn-based combat system that's different from others I've heard of. My purpose in writing this is to get general opinions on it. Any opinion is fine. I do have a specific question though, will this be too complicated or will combat take too long for the player to enjoy it? Of course, I also want know how I can make it better. The basic idea is: 1a. Two roles, two characters, attacker and defender. 2a. The attacker attacks repeatedly. 3a. Each subsequent attack is easier to counter which means, evading the attacking and attacking in the same move. 4a. This is determined by the attacker and defender's relative speed and skill. A new character will have a hard time pulling off combos against a veteran NPC. 5a. When a counter happens characters switch roles, the attacker becomes defender and vice-versa. Another Idea I'd like to try with melee weapons is weapon range: 1b. The character with a shorter weapon is automatically defender until they get in range and successfully counter. 2b. Defenders get closer by the same sort of process as the counter-switch method above. 3b. But it's a lot easier to get closer because they don't need to attack, just move forward. 4b. Weapons can still fight at closer than maximum range, but suffer increasing penalties the further out of their "optimum range," which may or may not be their maximum. 5b. Characters can carry multiple weapons to switch between, but suffer penalties if they carry too many weapons, especially large ones. 6b. Characters can't pickup discarded weapons and suffer large penalties when switching, but become lighter weight, of course. Lastly, I don't want to use a hit-point system: 1c. When attacking characters choose between attacking the left and right arms and legs, the torso, and the head. 2c. Then they choose a specific target such as, on the head, eyes, mouth, chin. 3c. If they hit anywhere on the target they wound him. 4c. Wounds cause disabilities and bleeding. 5c. Disabilities are essentially status-ailments. Examples could be, blindness, disorientation, etc. 6c. Disabilities are more likely to come from hitting specific targers, and hitting different ones will give different disabilities. 7c. Characters all have a blood-level of 100 that can be reduced over time by bleeding from wounds. All wounds, except from blunt weapons, cause bleeding. 8c. If blood-level is reduced to 50 they lose consciousness, at 0 they die. (You only need to lose 1/3 of your blood to die, so the blood-level value represents 1/3 of a character's blood.)
  15. Should I drop pygame?

    Thanks Alberth! I was so sure there would be a way to just return pygame.QUIT.  I don't think I did a great job explaining myself in this thread so thank you for explaining this to me.