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Pagi87

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About Pagi87

  • Rank
    Newbie

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  • Role
    Programmer
  • Interests
    Art
    Business
    Design
    Programming
  1. I am making a multiplayer text game similar to MUDs or online RPGs. I wanted more concrete environment to play in, so items have position (and size) in the room. Players always see map of the room, it looks little bit like a rogue-like. The game primitively recognizes whether something is on/behind/under something else. I had a vague idea of a combat system where players could cover behind furniture, sneak up from behind etc. A problem comes in when players interact with each-other. Ideally one player would send a command to attack, the other would react and so forth. That would make the game turn based. But how to handle turns? There could be a let's say 30 second timer for each player to decide their action, then the game would spew out a few lines of what happened, and the cycle would start over. This would limit the playability severely though. Thirty seconds to walk up to a table, thirty seconds to pick up and item from it, thirty seconds to equip it... Of course we could exclude players not in combat from the turns and just let them do whatever, but that would mean they could freely walk up to somebody and attack them with a positional advantage and so on. Other problem that comes to mind is how to implement player movement at all, whether they should move one unit at a time, make one movement command move them to one entity or let them move freely between rooms like in MUDs, disregarding their contents. This player interaction issue doesn't concern just combat, but it's a classic example. I don't want players neither mashing their keyboards to out-move others, nor do I want them to wait for their turn when it's not necessary. Can you share your experience with these issues or send some materials about it my way? I'm not a MUD veteran, so I might have missed some discussion or article.
  2. Pagi87

    MMORPG Members Needed

    HI, I'm junior Unity/C# developer, but I'm willing to learn anything concerning programming. If you need help, pm me.
  3. Pagi87

    2D Advice on color and general feeling

    Although I hope to make some pocket money on this, I want to make everything myself, as it is a great learning experience. 
  4. Pagi87

    2D Advice on color and general feeling

    Wow I didn't expect so many and useful replies. Thank you guys.   I did the fresnel thing and it really brings the characters out from the background. I made it only on the edge pixels, and as the game is 2x scaled, it is kind of sub-pixely. I like it though, because the player sprite is so small, the full 2x size bright pixels would brighten half the character. For the lights, they are my number one enemy. I would really like to make them smoother and bigger, but then the player could place more of them next to each-other and it would make a really bad bright effect. That could be dealt with by using separate Grabpass for each light, but then the player could place many lights on the screen and destroy the performance. The lights have shader which brightens colors only under some threshold, which prevents them from blinding people during the day. There should be a better way to do this, but I'd have to redo everything concerning lights and ambient light.   The wooden floor tiling didn't even occur to me, will redo. The wall top sides really look better color-separated from the rest, shame I will have to use more colors.   EDIT: Oh, forgot about the visible area concerns. So, I agree it looks and feels better when smaller area is shown, but the problem is how to implement it? Now the sprites are fixed size - 2x the size of the screen pixels. I could zoom in more depending on screen size, but I'm afraid it would look really bad to have 5*zoomed pixels on fullHD screen. My animations are not good enough to look nice close-up. Also there is spell-fighting and the spells can fly quite fast, so reducing player's view could have negative effects. Guess I'll have to experiment. 
  5. Hi, I am making a 2D top-down/side-view mixed game. I am by no means an artist and am quite happy with my graphics, but I feel it lacks atmosphere, perhaps there is low contrast between things, maybe background should be less colorful and characters more. Please tell me what you think should be improved. Thank you.
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