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About shade4x

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  1. shade4x

    Vehicles in FPS games

    Ahh i see my post got deleted. So let me be clear to you and the mods. People that pretend, and intentionally mislead people do a great harm to countless untold people. Lets say i listen to your advice and spend 3 months creating a vehicle controller and a FPS controller from scratch, only to find out that i could of bought a better, well tested version for $15. I'm out 3 months of my life, due to your opinion, which is based on 16 years experience (Never been employed as a game developer). I can assume you have some games released, even as a hobby, or at least finished right? Only to find out you don't have any games made or completed, you just like to write about what you would do if you ever made a game. Now, how is that not fraud? How is that helping anyone? Why do you think so many games never get finished? Hit a wall due to bad info. And the people that actually know what they are talking, arn't going to visit that forum, because you have to spend half your time figuring out who's telling the truth and who's not.
  2. shade4x

    AI for strategic decider

    Your Answer is: 42
  3. shade4x

    Tactical Circle System

    I was working on this problem with a 2 man team, and we went the kung fu circle route that IADaveMark said. Each enemy could enter the circle and recieve a position in the circle. If there where not enough positions, the circle would increase. The problem i had with our implementation is it looked like a 1980's school fight scene, where there were 10 people circling around and 1-2 guy's fighting at a time. I ended up adding logic to allow an enemy to continue attacking for a random amount of seconds, to allow for more of a feeling your fighting multiple people at the same time. Even added a priority system based on rank (which each enemy had). It was great on paper, but in practice, i couldn't have a lot of AI in the scene at one time, and it didn't feel like it was matching the combat system. The other big limitation i ran into is that i had enemy's of differn't sizes. So like an ogre was in the same position as a goblin on the circle. Even if the attacks cover the same distance, it felt to much like AI on the rails. We ended up scrapping the system for a simple script that made it so the AI would never be within a certain radius, which i configured based on the size of the enemy, and a chance to dodge left/right/back when the player attacked if they where facing each other (collider check before the actual attack). The big advantage was going from something like 15 AI to 50 for the same Frame rate on a build. One thing i found very helpful was playing assasin's creed, dark souls, Breath of the wild, and try to figure out how there AI works, and how my combat system would work in their games. Dark souls AI for instance still feels tough and smart, but can be replicated mostly by random attacks at random times, and pretty much having a simple combat state that has strafe movement. The biggest thing i ended up wrestling with, was that with the previous system was to manicured, and combat was to controlled, to same. Really good AI IMHO allows for "Oh Sh*T!!" movements, where it gives the illusion that the enemy is doing something unexpected that either makes the fight easier (enemy's clump up and take a massive AoE) or harder (Enemy combines 2 or more skills into a combo that if you don't avoid will kill you). Not sure if that helps, but that was my experience.
  4. shade4x

    Vehicles in FPS games

    A little bit yea, but i think it's pretty valid to ask about game design experience on a game design forum, especially if they say something way out there. If someone is trying to tone down someone's exceptions in a field that they have no experience in, can you still call it good will? That's just an act of ego, but one that could cost someone time and/or money. I always wondered if most of the asset flipped games on steam where just someone who was convinced the assets alone would make their game. Ever notice how ever single one seems like someone dragged everything in one scene? And Empyrion was made by 1 guy, the vehicle physic's in that game where pretty cool, especially how small vehicles could dock with capital ships, and the fact that you get to build them piece by piece.
  5. shade4x

    Vehicles in FPS games

    In other words, no, you have no actual experience making a game, you just like talking about it a lot. No shame in that. Just don't expect to be taking seriously when you use terms like "already implemented functionality". Or perhaps in your endless wisdom you could kindly explain how one would use unimplemented functionality? Would it be possible to use already unimplemented functionality?
  6. shade4x

    Vehicles in FPS games

    Do you have any actual experience making a game? Not saying that to be mean, but that is just so wrong it made me actually laugh out loud. If your making an FPS, your using either unity, unreal or Cryengine. Each one has almost limitless tutorials on how to make an FPS and vehicle controller from scratch. Unreal and Cryengine's default controllers are FPS. There are tons of assets for these you can simply buy. The Bar to making these games isn't the ability to setup 2 types of controllers. It happens when you realize you don't know how to use the networking API, or how to re-texture a gun, or the feeling you need to do everything from scratch.
  7. 1) Not a fair question. Depends on the engine, what the studio defines as "3D Graphics Programming" (IE optimizing Graphics Pipeline vs programing a shader vs messing around with postFX's) and pay is relative to country. 2) Working for EA is a dumb idea IMHO. Look what they did with the creators of modern warfare 2. Rockstar .... i don't like year long cram sessions and 5-10 year projects, so no. 3) Uhh.... Unreal and Cryengine use C++, Unity uses C#. Usually your limited by the engine. As for new features and 17 and 20.... You'll understand why the moment you have to debug a 22 year old college kids super clever uncommented code. Though most of the engines allow you to use VSO or whatever you want to use.
  8. shade4x

    Vehicles in FPS games

    Planetside 1 and 2 did Vehicles really well. You had to save up resources to "spawn" a Vehicle. Each vehicle had weapon unlocks, ability unlocks and cosmetics. Your loadout was focused on either anti air, anti armor or anti infantry, which was usually tied to the weapon you choose for your vehicle. The resources you use to get over a set peroid of time. If you where good enough, by the time you died, you would have enough points to spawn another one. This naturally produced communities of specialists and Air Squads, and made it so most people where good at something, and if not or if you where a new player, you could just repair vehicles and still feel like you where doing something vital. The other game i think did vehicles really well was grand theft auto. You can steal a car, which lets you explore, get to a location or fight in a differnt way. The super tuned vehicle physic's is what makes that fun. especially if your not just a combat only game. As for what Vehicles.... It depends on the game. Are you doing modern warfare (small to medium maps), battlefield (medium to large maps), GTA (huge open world), Halo story mode (linear single player levels)...Also are you allowing or forcing 3rd person view... cause a hover board is awesome in 3rd person, but sucks in 1st. I do think if your going sci fi, I would want Mech's. There fun to fight in, and against, there weakness is a plausible explanation as why they exist and arn't just tanks.
  9. So first, i would ask your teachers aka "Publisher/Studio" how much liability they are comfortable with. Half a joke, but also something that is so very real in a real game project, especially one leveraging Augmented reality, and sending people to physical locations. I like the TC idea. However i only a limited number of people can be TC's. It's also splitting the player base. So your going to have instances of area's without a TC, but tons of players, and area's where people want to fight over being TC. Also how's this work in the middle of New york time square vs out in a town with a population of 100. It WILL get messy. Think of these things as augmented reality bugs. Just throwing this out there, but what if a territory is defined by the number of "missions" or "battlefields" in the area. Then allowed each player to join a "TC" which acts like your idea of TC (group up, get missions, collect resources, etc), however just let the computer "own" all the area's. I would also HIGHLY suggest a report system for missions. Charities can log on, and could submit missions, you could have marking system that anyone can use that point's out things like trash area's, Something that non gamers can use (60 year old woman see's a ton of trash on the side of the road, she can one button report it on facebook). You could then have your RAO class, actually go scout the situation, take a picture of the job, and fill out a little card about the job. Something like how physical the activity is, any problems or obstacles, and any suggested safety equipment. Then assign a point value to each job. I like the idea of RAO's. The idea of being able to be an modern explorer would make a ton of people really happy. That was always the best part of Pokemon Go for me. The one thing i would suggest with them is have them take pictures. It's an easy way to keep people honest, it gives an accurate idea of the situation, and if the players took a picture when its cleaned, you could have a montage after a territory got so many points. Something that shows all the before pictures (trash heaps, undone Charity jobs, hungry people waiting to get fed) and after pictures (cleaned up streets, completed Charity jobs, people being fed in soup lines). Points are all nice, but isn't the best reward to a humanitarian game, the one that can easily show the impact you had? You could even have personal montages of all the things a player or RAO did. Anyways, fun exercise!.
  10. Ok, so you have a Party RPG that has 5 regions, 1 that has a dragon, and a king gives you a quest to save the land right? You want shop keepers, side quests. I'll give some story options first. Statesmen or religious leader who (could be intentional or unintentional) refuses to believe the worlds ending, Thus everyone doesn't REALLY believe the worlds ending, except perhaps the king, or a princess (princess's can give quests as well) Kingdom just had a war, so people don't want to help or give stuff away. The world ending is a secret, passed down in the royal family. They don't want everyone to panic. The Character does not learn that the world is ending till some way into the quest. Or the info is only given to the player. Your not from the kingdom, thus everyone distrusts you. Really it's not hard to fit everything into a single narrative. Just remember that people are naturally distrusting, and get shady with limited resources. Now as for score, You could keep a tally for enemy's killed, gold collected, quests completed, etc. If it was me, i would grab every variable that you want to include in what makes a successful run, and add a value to each type. For instance, Orc's = 2 points, goblins = 1 point because 2 goblins are about as hard as 1 Orc. 10 pieces of gold to a point, Easy side quests can be 5 points... you get the idea. This way when your half way into making the game, and you realize there isn't much incentive to do side quests, or kill a certain enemy, you can raise it's points. hope this helps a little
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