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About Cold.bo

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  1. Cold.bo


    Hello, i'd like to introduce a new webgame called Galactic ERA to all of you. Game link http://aall.space/ This game is a browser based (but we do have APK for those who like to play on mobile.) Online space strategy game. It supports multi language, you can switch at bottom in login screen. This game is free, doesn't like some "free to play" and then give you many in-game buying. This game is like warframe or EVE online, All the items you can buy by cash is obtainable by in-game currency. And payed player doesn't have significant advantage than normal players. (well ,if you like to support the developer, maybe you can buy a monthly card) The background is space age and people start to expand from the Earth. All players starts from planet 1-1 (where is the spawn of all players for now, and have best facilities in the game) with a frigate hull and some basic weapons/defenses. By defeating the enemy in missions you can gain experience and UCP (currency in game), You can see i'm level 22 (at right bottom of my portrait.) The level determines what you can buy from the market (mostly, produce permissions for equipment) and skills unlocked (the skill system is like EVE online, it doesn't use skill point by level but you spend time on skills) Here is the planet view of the game. The game have ship design system. You can arrange weapons and equipment in your ship, and the design will reflect in battle. (e.g. if you put all armor in front, then your ship will be fragile when enemy hit you from side.) The system map of this game, You can conquer the planet and develop it. Every planet has it's own mining values, Some are rich and easy to harvest, and some are poor and harvest slowly. This game has a large system, but it also have a full galaxy for you to explore ! The clan first discover the new system can name it. As the game is developed by Chinese developers, so most the player is Chinese for now. And last but not least, the game has a good view of combat, You can monitor how your ship crash the enemy piece by piece, blow their shield, pierce their armor and explode their energy core. This game is still in Beta, currently all saved progress will be deleted on December 1. And then the game officially start running and keep the progress. Game link http://aall.space/
  2. I have studied game development in university for 3 years. I still feel very confused about how to develop a game. Yes I do have made some project and get high score in class. But it is far from a game we may see and play every day. So i feel very diffident about what i'm going to do in future. I'm not sure how far i am from an "average" game developer. I feel i learned something so i have more knowledge than those who not studied, but there a much more thing i have no idea about. For example, I do know use some graphic engine like OpenGL, but i'm like an ancient people get a modern machine by chance and studied it for years to know how to open the switch. Is that normal to all others who study game development? Feels what we learned in university is miles away from what we feels like?
  3. You can have a array or list or whatever you use, to store the correct word. Then use an integer (char is enough) as an offset to select every alphabet in the word. say you store the word as char[] word, then you can get each char as word[offset] and for each time you "catch" an alphabet, you check the alphabet you caught to the word[offset] then if it returns true then you know you got the right word. Or, if you define the falling alphabet as a Class . Then you can add a boolean in the class like this Class dropchar{ char containedChar c boolean correct b vector2f position ..... //other functions needed } and because your program should know what word it is dropping, it can set the boolean when it creates that object. And you just check the boolean to get if you got the right one.
  4. In my experience, If you just making a small game, you can just follow what you spark tells you to do. Keep the ideas jump out from your mind on paper or txt as you like. But that need you to have some solid coding skill and knows where should be left some "space" for further extension. Otherwise you'd better start at planning like every one says above.
  5. That's how Starcraft do. But for shooting game, it just cant be. Have you ever considered how many player will shoot at same time in PUBG, and if all these calculation for ballistic goes to server side, what will happen to their server which already lagging ? And by making deterministic. It won't work for the hackers using simulated hardware hack. (like do auto-aiming, not simply use the aim result, but make a simulated mouse movement to move the aiming point).
  6. "'I'm NOT related or employed by Bluehole, So don't expect me can send the suggestion to them." Well, recent days when playing PUBG (player unknown battleground) there are a lot of hackers and really ruined my game experience. What do you think can help stop those hackers (on programming level) Because the shooting games like PUBG can't afford to do all the calculations on server side. Many data are processed on client side, which is easy to get hacked by trainers. But as i said, a shooting game has so many calculations needs to be done, expecting server to do that is just impossible. Now Bluehole starts to ban all player killed 15 or more in one game, which does catch lots of hackers, but also some innocent players get banned. Can you think some strategy to prevent, or at least, detect the hackers on server side? I got an idea is to randomly choose some game, and use server to do the calculation at same time as the client side, and if the output is different, then the client is very likely to be a hacker.
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