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About ptietz

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  1. Hi, everyone! I recently decided to dig a little deeper into Perlin's rabbit hole. So far, it's working out nicely. But now, I struggle with things that come on top of that. Simply put: how will I get the most out of that? To keep things easy and visual, let's pretend, I'd plot the results onto a texture. Let's also say, I'd have some pre-defined value ranges like for example 0-.33 would get a red pixel, .34-.66 a green one and .64-1 would get a blue one. So we'd now have a texture with clear shapes of either one color, right? Now, my question would then be: Is there a CPU-friendly, algorithmic way to a) get some information about those shapes (like their center point, area and perimeter). b) tell something about any given point within those areas (like their distance to the nearest border or to the center) Thanks a lot! :)
  2. ptietz

    What feelings does this soundtrack make you?

    Hey Wow, so, I really like this peace, gave me goosebumps. Thank you so much, I always enjoy great music. It's a really strong, emotional piece. I think, I agree with the general consensus, here. But I'll try to answer your question from different perspectives. Forgive me, I'm about to go a bit crazy here From the beginning, it has a somewhat unsettling quality. And it speaks of pain, maybe due to prior losses. I also hear some readiness, forced by a certain unavoidability. Yet still, there is an underlying sacredness to it that reminds me of hope and love. A sense of like you know, you're fighting for the greater good. You will have to face the darker forces alongside with your own fear, you'll have to do this. You don't really want to but there's no way around. And, luckily, there's also no question, if it will be worth it. The greatest cause justifies it all. It'll be a tough one and the stakes are high. But the chances aren't that bad and if you can do it, it'll be the end of all the suffering that's been upon us for all those years. If I were to compare it, I'd say, I can hear some influences from the darker tones of Howard Shore's the lord of the rings soundtrack (especially in the quieter parts at the beginning). I also feel reminded of John Murphey's adagio in g minor, in the later part when the strings give it their all. Musically, you pulled off some neat little tricks, here. Especially the varying voicings are really great and lead the whole thing. At some point, they even feel like modulations, almost. Just as an idea to add something constructive, here: In the stronger string part, you might wanna try adding little flute runs to lift it up even more. I think they would fit very nicely between the strings and the supporting piano. Anyway, thanks again for sharing! It's really great work! So, please, do keep it up! Have a good one
  3. ptietz

    The One Sound All Games Need and How To Use It

    So, first of all, I believe soundtrack (like almost anything) should be an option for people to turn off, if they want to. Secondly, as for the room tone itself, I bet, even if you couldn't tell, you would still notice it, subconsciously and thus react to it psychologically. But I don't have a degree in psychoacoustics or anything, so that's just an uneducated guess ^^ Aside from that, I imagine that applying the same sort of reverb to the soundtrack that is present in the room tone can have its own effect. Be aware, though, that that'll bring your soundtrack more into the world from its usual "off-world position". So it's probably more useful for an in-world band than for an off-world orchestra. Not entirely room-tone related, but I use this technique to blend instruments from my sample libraries together with the real recorded instruments. This really works wonders, even when I do it manually. Though, I imagine that having snapshots for convolution reverb (which you can easily take when you're recording room tones, anyway) might add even more to this.
  4. ptietz

    The One Sound All Games Need and How To Use It

    Very interesting article! Thank you very much for sharing your insights
  5. Older browser games do this is a lot.
  6. ptietz

    Questions about C#

    Well, Visual Basic and C# are both Microsoft's domain. So that's why you might see similarities there. Personally, though, I think they're both very different. For me C++ looks different from most other languages. So that might also have lead to your impression. I believe there is no such language that is inherently better suited for games than others. You could do a whole Game based on JavaScript. Sure, some engines use other languages than others. But you're not confined to a specific engine to realize your vision, are you? The forms, you mentioned are part of Microsoft's .NET framework work and I believe they work with Basic just as well. Though, I'd rather not because MS has restructured their whole desktop thing with the new apps they have. Also, Unity, for example, handles forms in a totally different way.
  7. Can you tell us anything more about the gane other than "it's an mmorpg"?
  8. Sounds cool, but a) I'd be surprised if there is nothing similar out there, already. I mean, analyzing the games market is probably not a new idea. And b) that would mean a lot of editorial work for you guys because to be useful, a vast number of games would have to be tagged very carefully. But don't let me stop you if that's what you want to do. I'd surely check out the site every now and then once it's live ^^
  9. Funny, I'm actually doing the same thing for my game right now. Next step will be the off-screen markers - so, thanks for the hint
  10. ptietz

    Night sky star rendering

    Don't know if your engine supports that. But my first idea would be to use a skydome instead of a set of planes. Then use actual particle effects for the fancy stars. That way, you can design them individually. And it also should make your parallax issue much less noticeable. You could even throw meshes into your sky if you like. Just make sure, that - the texture is visible from the inside of your sky sphere. - your camera is setup in such a way that it'll use a second camera's output that'll only renders the sky as a background.
  11. Well first of all, Zelda is not an RPG, rather some sort of puzzle solving action adventure. But I will not go into what makes an RPG in this post. Secondly, your question is really a design question. So there's no definitive "that's the way to go" type of answer. But I can give you a few different examples, highlighting their pros and cons (TLDR at the bottom). Example no. 1 will be the classical SNES (J)RPGs like Lufia or the early Final Fantasy's. In those games, you only control your main character in the levels. But you do control all of your party members during battle. Mages will not be able to wield swords and will always come with their default weapon. (In Lufia, there's even a mechanic/scientist who can only wield wrenches). Likewise, a fighter will only be able to cast so much magic (some form of your suggested "jack of all trades", I suppose). As a result, there is no AI involved, whatsoever. Consequences are, you, as a designer, will not have to care about separated parties, meaning, there is less balancing work to be done, no story branches for every possible combination of parties and so on. But, as you do want to give your characters, well... character..., you will have to do a lot of strict writing, lots of dialogue and so on. This can take some interactivity out of your game but, at the same time, make for stronger stories. The weapon restrictions will create more work for designing classes (and items, obviously). But, as players control their whole party during battle, this puts a lot of strategy into the game, requiring the player to think and plan ahead. And each battle will become a brain exercise for the player. The decision is yours whether that serves your game or not. Example no. 2 will be "Dragon Age: Origins" which is a kind of hybrid between action and turn-based (although most players play it action-wise). Now in this game, you can control everyone of your characters. But there's also (exceptionally good) AI involved. Consequentially, that led to me, focusing on my main character because my other party members did such a great job. But because each character will only have really few skills (at least in the beginning), that removed all of the strategy and thus became very boring very quickly. Meanwhile, of course, it sped up the gameplay (which may or may not be desired). Yes, the game really had a lot of issues but that won't lead to anything here. Example no 3. is, again the old SNES stuff, the "secret of ..." series (most commonly known, probably being "Secret of Mana"). You can control any character of your party. But the game is action-based enough so that having AI in the game is essential. Also, just because of the action, fighting will still not get boring, even after hours in. But that's just to give a counter-example to no. 2. Example no. 4 will be "Divinity: Original Sin". This one, again, is purely turn-based. Here, you don't have your typical RPG classes, but instead level each character the way you want to. That way, you can create all sorts of combinations like battle mages (mine, for example, wielding two axes), stealth archers and so on. In "Divinity", you control each of your characters yourself. Eventhough there's a cap of four characters at max, you can have multiple parties and re-arrange them anytime as well as characters not being in a party at all. The only sort of AI acting here is "follow your current party leader while not in battle". Now, this will give the player a lot of freedom. For every battle, every quest, every task and every single problem, there are a thousand ways for the player to approach and solve them. Players will have to carefully plan their party, come up with their own unique strategies and execute on them. This is true, not only in battle but also in the field or in hubs (townships, etc.). Which character will you pick to talk to which NPC? If a character is too weak to break the door open, is there anothere character to try using lockpicks? Or can you teleport another character into the room to open the door from the inside? Maybe there's someone to talk to, that can help open the door. But maybe he/she will only help his/her dwarven friends. This is probably the most RPG-ish approach but also the hardest to implement. Because you will have to account for everything. Is the puzzle solvable by any type of character build? Can the NPC react to every type of character (gender, race, profession), appropriately? To summarize and wrap it all up (TLDR), your questions' answers really depend on the type of game you're making and what goals you're trying to achieve. So nobody will be able to give you a straight answer right away without having in-depth knowledge of your game. But I hope, pointing out the examples above will give you enough to consider to help you find your answers yourself. Cheers
  12. I don't know, if Screeps can be considered an educational game. But if you want to learn programming and problem solving in general, you should definitely check it out
  13. I like the idea! I'd say, you'd need to start with the smallest things of the kind anybody can do. Waste properly separated? Get an achievement! Water saved? Level up! The key thing here needs to be that players want to become better, save even more energy and so on. For that, the "mmo" factor can really help as players would be able to compare their progress with their friends'. Also, data would make it easier for people. Make it quick and easy for them to research. Where and how is product x produced? Are there light bulbs available that are more efficient than my current ones? Can I trust, my meat is not from maltreated animals? Oh you really checked? Cool, here's some exp for you! This, of course, is just what first came to mind ^^
  14. ptietz

    Recruiting: sound engineer needed

    Will you also need music? I am currently looking for a project to work on as a composer and audio producer.
  15. ptietz

    Examples of videogame scripts?

    oh sorry, my fault. Nevermind, then
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