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1024

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1024 last won the day on October 1

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  1. @LorenzoGatti You are suggesting entire game mechanics, but the OP is about a simple minigame, to keep the player occupied for the several seconds it takes for HP bars to go down. @suliman How about throwing grappling hooks? Since an important aspect of boarding is grappling the other ship and keeping it close, you can use "keeping the hooks up" as a way to keep the boarding going. For example, you could have a top-down view of the ship and several grappling hooks alongside it, and have them fall off (get taken down) so you have to re-throw them. Basically a re-skinned whac-a-mole game. It also makes in-universe sense, since if you lose the minigame the ship gets free and the boarding fails. You can have your different crew types affect how many hooks there are in the minigame, or how fast they decay or something like that.
  2. 1024

    which should i select first

    You should say more about yourself. Who are you? Are you a game developer? Are you a programmer? Are you a web developer? Are you an artist? Are you a student? Are you a bus driver? You will have different options depending on who you are. What is best for an experienced programmer is not the best for hobbyist programmer, or a student, or a writer, and so on.
  3. You can adjust the orbital plane by burning in the normal/anti-normal direction. Here's a quick article on it: https://wiki.kerbalspaceprogram.com/wiki/Maneuver_node#Directions Playing Kerbal Space Program is a great way to improve your intuition, and possibly math too, on orbital manuevers. And since so many space enthusiasts play it, you can find pretty informative tutorials and articles on real orbital mechanics by looking for resources on KSP.
  4. I have a piece of advice for you: don't call what you are doing "making a game engine". Instead, call it "making games without using an existing game engine". You will get better advice that way, with none of the "why you shouldn't make an engine" talk. Other than that, I think that your approach of "make something small, then reuse code from it to make something less small, and so on" is a good one. Just make sure that the "small things" are small enough. Your current list looks good.
  5. What is interesting about Spec Ops: The Line is this: the gameplay was generic and mostly boring. But the story of the game did not suffer because of it. If anything, it was enhanced by it. So much that some people claimed that the gameplay was made to be bad on purpose to better fit the story. On the downside, the boring gameplay is the reason why so many people missed the game. Another game that managed something similar is Far Cry 2. It looked as brown and dull as any "late 2000s 'realistic-looking' shooter" and the gameplay was repetitive tasks and fighting the same checkpoints over and over again. But that fit the theme of the game so perfectly: the game depicted an African country torn with civil war, with constant fighting without either side accomplishing anything, where the main character ends up being just a cog in the machine. So on that front, the game's repetitiveness just helped reinforce that feeling (again, probably unintentionally). Because of the bad gameplay, many people skipped the game and some great design decisions (the immersive minimal UI) were never used again.
  6. 1024

    Actual logical code theory resources

    Note that FSM stands for "Finite State Machines", not "Finished State Machines".
  7. I had another idea. Disclaimer: it's probably harder to do than it sounds. You will have accelerated time, where one in-game day lasts a couple hours or so. What if you make it dynamic, so that days can last shorter when needed. For example, it's morning in-game and you have two players: one is in a town and another one is at a dungeon or something. Player 2 wants to do the dungeon at night, so they skip time. Now it's night at the dungeon, but still day at the town where Player 1 is. Now, if Player 1 wants to go to the dungeon, while they are walking towards it time will accelerate, so it will be night time by the time they arrive, however long that takes. If the player stops midway through (while it's afternoon at their location) and turns back to the town, time will continue to tick normally and it will be afternoon at the town when they arrive. Meanwhile, for some Player 3 that is on the other side of the map, it is still morning and time is flowing normally. If there are more players at the same place when time skipping happens, both players skip time. That can be justified by having time skipping be some AOE magic or technology. When players log off and on, they could log on at the latest time, so all that is left is to sync up the players that are still online. So, in a way, each player has their own clock, and earlier clocks sync up to later clocks as players get closer. Almost feels like relativity If your players aren't together all the time, that could solve your problem.
  8. But that raises the question: how do you put cars in your game without having an automotive designer? If every car model that ever existed was somebody's IP, and so many cars look alike, is there such a thing as a generic car? Going on a tangent, it's even worse for something like airplanes: aerodynamics govern how to make airplanes, so most airplanes* look similar. How can you put airplanes in your game without infringing on any existing design? * of the same category, of course
  9. If the game is supposed to be like the one in the screenshot, there is no need for modelling individual players' movements. The only thing that is needed is a table of "which offensive tactics works against which defensive tactics with what percentage of success". Maybe a bit more than a single percentage value if there are some other stats involved. At its simplest, it's just a lookup of the data. So you wouldn't need separate functions for resolve each play, just one function and separate data.
  10. I learned OpenGL using learnopengl.com, but before that I watched OpenGL tutorials from ThinMatrix on Youtube. The tutorials are in Java, which was not that useful to me, but they have great visual explanations for all new concepts. If you are doing C++, I would recommend watching the tutorials (and skipping most of the coding in them), and then following along with learnopengl.
  11. Dwarf Fortress is a city builder / management sim with a ridiculous amount of detail and an equally ridiculous lack of UX design. It features a large amount of procedural generation. And as usual with such games, "you make your own story" is code for "there is no story, it's a sandbox game".
  12. Eh, not really. If you generally only land on a planet once, and only do a walking distance trip when you land, there is no point in mapping the rest of the planet. After all, the object of the game is visiting different planets, not staying on one of them.
  13. There is some info about how Kerbal Space Program (KSP) does it in this talk: Keep in mind that in KSP you can land on any spot of any planet. I think in No Man's Sky (NMS) landing is automated, so the game can guide you to a specific location/map. I wouldn't be surprised if NMS only had a small map area for each planet and that anyone who lands ends up at the same place.
  14. 1024

    My first videogame

    You have a sun in the sky. If it should be night (it is dark, right?) then the sun should not be there
  15. iOS doesn't really have much quality control over their apps. It's all about the numbers. And the public opinion of the AppStore is that it's 99% worthless junk. Even more so on the Android store, which is arguably even more open to developers than the AppStore. Since Steam started allowing any game on it, people have been complaining that it's being "flooded with junk". See a pattern there? No console wants to be known as the "junk games" system, that's why the certification process exists, and console manufacturers curate which games to allow.
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