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About Coz

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  1. Lies and conversation trees

    [quote name='aersixb9' timestamp='1298695516' post='4779220'] Anyways the loose idea is that you play as a doctor or nurse in an alternate reality whereupon the medical professionals are actually pirate robbers that lie to people in dialog trees while stabbing them. Memorizing and telling consistent lies is important, and switching 'characters' is a key way to getting the conversation points and keeping your lies consistent, that you are doing the opposite of crippling and killing them with weapons and fancy smoke. [/quote] Sounds like you got this idea out of a crazy dream Your idea sounds like doctors and nurses is just another name for pirate robbers in your dimension, so they are not doctors / nurses at all =P Sounds like a game where you are evil in a non-physical way. Maybe it would be fun in a political game By the way, how come you were going to write on kotaku? as far as I know, they don't have forums, just a blog.
  2. Forgetting How to Play

    Do more creative stuff. Like forsandifs said, play games. Read books again. Push your boundaries. Listen to music you usually don't like. Personally what I do when my creativity seems to run out, is to get on youtube and watch a game videos, trailers, playthroughs or whatever, though I have the tendency to watch more indie games since they often are more experimental. If I have an vague idea of what I want, I search for videos of that kind of games. This has the bonus that I don't have to spend 10 hours playing just to be creative, a few minutes are enough.
  3. Test my Flash game!

    heh, the game did remind me of Chip's Challenge I only went on until lvl 7 or so, but maybe you could teach the game mechanics in fewer levels? there were some pretty obvious levels that seemed boring to me Also you should implement a high score system of some sort, maybe based on the number of steps, since otherwise there's not much of a point in tracking them. I also loved how the Wizard 'likes to see people solve puzzles'. Made me chuckle. Edit: also, it would be better if you made movement by keeping the key pressed faster than it would be by tapping the key. Otherwise impatient people like me will tap the keys and get tired of it. The word 'MENU' also needs more contrast between the letters. Either separate the letters, or change the colors of the outline or the inside of the characters.
  4. A 1 - 2 minute wait to play again after I die sounds like a recipe for frustration. If you save the previously made character, you can just load the save and modify any stats, which should take a few seconds instead. Accumulable score points would allow progression, even if the player doesn't improves, making the game more casual. Achievements sound more hardcore, since I can't get a stronger character just for playing time. So it depends on your target demographic. I would feel like I'm being cheated just by being offered the addon. This is what I figure the game designer was thinking: "I'm going to make a game so hard, that people who want to win will have to buy this addon! ~cue evil laugh~" In this case you better make your game extra fun. But if you have a bunch of addons, and this is just one of them, I might think differently. Check It's a dungeon-crawl game where you get achievements at the time of your death for future characters. Lots of room for improvement, gameplay isn't as fast as you want it, but it might help you go in the right direction.
  5. Quaternion rotations

    Okay so, Euler angles works fine except when the object has to pass from the -180 to +180 degrees boundary( because the smallest angle between my desired direction and the current direction switches signs ). So I took part of Eric_Brown's method, I used a vector pointing forward in local space, rotated it by the orientation Quaternion and one pointing in the desired direction that I want, but instead of using a quaternion, I got the perpendicular vector between them using a cross product, normalized it, and multiplied this by the angle between both vectors, which resulted in a 3D vector representing proper torque. For the special cases where the vectors are parallel, I multiplied the components of the forward and desired vector, and if any result is negative, then the vectors are opposite, so it's an angle of 180 degrees. In case it was 0 degrees, I would obviously apply no torque. In the case of 180 degrees, I apply a torque of 0.001 radians per second through the Y-axis, since there's no way to figure out the right path. The direction will get fixed in the next frame anyway, and it doesn't introduces and visual artifacts.
  6. Quaternion rotations

    Quote:[...]you can use my current favorite method, where you use the initial and final vectors to construct Δq.[...] A small follow-up: I ended up using Euler angles any ways. Though I definitely will use the useful information you gave in the future, to extract independent axis from the 3D vector, I would have to construct 3 normalized 2D vectors, which means 3 costly sqrt calls. One of my issues that I blamed on Euler angles was that there are different ways to express the same rotation, even when you define the rotation order, and that was wreaking havoc when an angle jumped from 0 to 180( even when I didn't apply any torque around that axis ); I modified the algorithm, thought it means a few more basic operations, using the information from .
  7. Quaternion rotations

    Thank you, VERY useful. =]
  8. Quaternion rotations

    Quote:Original post by bzroom I dont think your character should react to torques in this manor. It should be handled at a higher level, with animations and stuff. I plan to add an animation too. Quote:But anyways. I'm not sure how accurate it is but it works pretty well if you project a torque or angular vector onto another to perceive the rotation from a particular axis. I just mentioned torque to make it clear why I need each angle independently. My problem is not with applying the torque, but with getting the angles from the Y-axis independently from the X and Z axis rotations, from a quaternion. And I'm afraid that using Euler angles for more than one axis will make rotations dependent on the order. Quote:If the character is to handle an arbitrary torque but only around the vertical axis you can project all incoming torques onto that axis. That doesn't sounds so bad, but I would rather have my character to be affected through all axis so that it feels more responsive. I guess this would be a second choice if I can't pull the first one off.
  9. I have no problem at using a single Quaternion to rotate a point, or with interpolating between two quaternions. I think about Quaternions as some sort of axis-angle rotation. However, handling axis separately is difficult for me. For example, I have a floating character that is looking in a direction. For this I just rotated the character around the Y-axis, since the character should keep it's feet down and face up, so the rotation angle around the X and Z axis are be 0. Now, presume that something applies torque to the character. Now my character has to correct it's orientation by applying torque to look in that direction, and it's what I'm having problems with. I can't just override the orientation instead of applying torque, because then the character's orientation won't interact with any incoming forces during that time. And this torque is represented by a XYZ vector. I converted the quaternion's Y-axis rotation to Euler and this works fine, even thought there might be a less complex and computationally-intensive way. Now, should I do the same for the X and Z axis? what's the best way to extract the rotations around each axis while keeping this function fast?
  10. OpenGL Import from Blender

    You need to export the model to a file format that your program can convert to OpenGL, since Blender's own .blend format is probably unsuitable to be used by other programs. You'll have to figure out yourself which file format fulfills best your needs. However the NeHe people have a tutorial about loading a certain format at .
  11. Hi all, I have been trying to apply cel shading( no outlines needed ) to a model, but I'm limited to the fixed function pipeline. I know this can be achieved with glTexGen, and in fact, using a 1D texture( dark to white ) with a GL_SPHERE_MAP works fine, except that the light source is always to the right. If I understand correctly, I could use GL_NORMAL_MAP with glTexGen, then use a texture matrix that contains the light vector in the first row and that should result in the dot product, which would be set as the X coordinate for the texture. However, I have tried this and other variants without success. The closest I could get is that it seems that by scaling the X axis and by rotationg around the Z axis I can move the texture around in directions I want. I tried using a matrix like this as my texture matrix: X Y Z 0 0 1 0 0 0 0 1 0 0 0 0 1 and I'm assuming the light vector is normalized, so if I wanted a light that comes from the sky, Y = -1, so I would use: 0 -1 0 0 0 1 0 0 0 0 1 0 0 0 0 1 and yeah, it doesn't works :p If I could at least get a working example of what I'm trying to achieve, it would be just dandy.
  12. I'm too sleepy to think about how much it relates to commercial projects, but I used to work on a Free software / Open Source game, and they are usually pretty open to feedback. Being entusiast at first, we wanted all the feedback we could get. All the feedback was about known issues, but at least it showed us what people cared about the most. Still, we couldn't set the priorities simply by the desire of the players, but there were many other issues to take into account, so we implemented what we judged that we should work on next. Eventually all the basic features were implemented, and from here on, the feedback we got was basically 'rip off X feature from <famous game>'. We did got some creative feedback, but these people had spent a while thiking, not just something they thought in a moment. However, a short time afterwards, we had pretty much enough material to know what we should build into the game. From time to time we were unsure about small details, but it was unfrequent and we usually solved asking directly, not waiting people to give feedback. We had a page where everyone could put it's feedback; I was one of the lasts persons defending it's existance, but I realized it was a failure after a while. When we needed to ask, it was usually on a mailing list, but it was almost never directed at players, but other developers. I find that there are many reasons NOT to wish for feedback. You don't want to bug your users, you'll get a lot of feedback you don't care about, you probably have your own methods of getting the information that you could get from feedback( a change that you want is not necesarily something that the maker will think it's good for him / her ), maybe you have your own ideas already of what's next. Now, it sounds so obvious that you would want to hear anything your users want to say, but in practice, you'll only want a few very specific details. About the 'I don't like X feature' not being allowed, it seems unlikely anyone would do that. Most programs have the tendency to bloat because the makers are afraid of removing features, then having an user asking "where did feature X go?". Then again, Free software / Open source projects usually have a bug tracker because development is open, but I don't recall seeing a bug tracker for commercial projects, probably since it will give them bad publicity, since no one else shows their bugs, unless they already have a solution and requires user intervention. Also, if you payd for software, even if it comes with guaranteed support, unless there are chances you will renew support and pay them more money, the less support they have to give, the less money they have to spend. The maker would actually have to care about users more than money (i.e. be willing to risk losing money / earn less money ) in order to use more resources for this.
  13. A Realistic Planet Is Pointless

    Quote:Original post by Wavinator Are future games going to give us territory fatigue? Not too long ago I moved from the US to Canada, and one of the cheapest flights I could get sent me from California to Vancouver and then over what felt like a third of the Great White North. There were indeed some beautiful sights, but it was a good reminder of just how repetitive terrain is in the real world. So it finally happened. Games are now officially more complex and interesting than the real world. Quote:Original post by Wavinator While this is all awesome in terms of technical achievement, I sometimes wonder if the worlds are getting too big for the content that can be provided and the time a gamer has to enjoy it. If there is an excessive amount of empty space vs. content-filled space, no matter how small the world is, the game will be boring. It's just matter of design. If a designer creates empty space for you to travel through for the sake of realism, the designer is either focusing on the wrong aspect of the game, or maybe there's some dark and evil reason that has to do with money...
  14. seams in blending

    I'm not sure it will give enough information for the solution to your problem, but images would help.
  15. Spectral Logic

    1: Is it even worth writing a design document for a school project? Since you won't actually make a game( unrelated to it being a school project ) and don't have to give your teacher a design document, it seems like an overkill. Just detail the art related areas and write general concepts about everything else, just to be sure there will be consistency. 2: Are my ideas good? I'm not good at giving feedback about this. Sci-fi games with many stats aren't my cup of tea. 3: Do you think I'm likely to be able to carry out the 3D, 2D, and Design Document outcomes considering my time available? Depends on the length of the game. That means, think of a game short enough to have enough time. 4: Any suggestions or tips? Not really, sorry.