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snak_attack

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  1. I believe ultima online allows player-built houses. I had heard years ago it causes problems because basically there are no zoning laws. So you have a bunch of identical houses crammed together, or placed in what is supposed to be a inaccessible wilderness, tending to kill other players' sense of immersion.
  2. Anything impacting movement should be on the server. But for wave dynamics - I'd imagine this is better handled on the client. The only reason I can see not to delegate to the client is if the position of the waves influences the game. For example, if the boat is pitching and rolling, the waves can affect aiming (causing you to shoot higher/farther). But then again, that level of twitchyness is generally not a part of MMO gameplay.
  3. For future reference (and more complex formats), use the DecimalFormat class
  4. I suspect you are drawing all the guys at the exact same spot. Try changing this line: enemies[i].position = new Vector3(2.0f, 0.0f, 0.0f); to this: enemies[i].position = new Vector3(2.0f, i, 0.0f); (or replace i with i*5 to spread them out further)
  5. If you are willing to pay a little money, you can use a service called mechanical turk (run by amazon). Roughly speaking, you'd upload a series of images, and ask people to write a list of details about the image. You could either give them a large checklist to pick from or have them enter the data free-form. You'd pay each person something like 10 cents per picture. I haven't used the service, but it seems like a perfect match for what you are looking for, assuming you are willing to spend some time figuring it out and a couple of bucks (literally) for someone to do the dirty work for you.
  6. You've definitely hit on a theme that is almost completely unexplored in gaming. All the games featuring Africa I've seen are from the perspective of Europeans exploring or conquering the place. What do you think about an AI controlled faction of raiders/traders that come from the sea, have superior technology but less numbers, and in some cases require the players to collaborate against?
  7. What about Google's app engine? Would this work? I don't actually know about their free/paid quotas - but it might be a good place to start. http://code.google.com/appengine/ It is python/java, which might be a problem. Here's someone who's written a testbed on the platform... http://popcnt.org/2008/05/google-app-engine-ytalk-like-multiuser.html
  8. Perhaps a mod to an existing game would be best. I'm not sure what genre you are interested in, but there is a game called Battle for Wesnoth that is as far as I know very open for modification (http://www.wesnoth.org/). It's not exactly squad-based, but it does support story elements. It's also 2d pixel graphics, which sounds like it may be outside your interest. That's the only game I'm aware of - but I'm sure there are a couple more that are open for mods. You wouldn't be able to sell the mod, but then it's slightly unrealistic to expect your first game ever would be worth real $$$. good luck!
  9. Uh ... space invaders?
  10. I'll say it sounds like a reasonable sized project. You're looking to do this turn-based, right? That makes a lot of the networking code simpler. The game sounds reasonably tight in scope and limited in content (I assume a handful only of maps and little text/conversation). I'm also assuming that this is a hobby project, not a commercial one, so the level of polish and whiz-bang features expected is dramatically lower. I say go for it
  11. Regarding your 'will-players-reload' question - I think back to the game mount&blade, which was at one level an RPG. The game had a setting that prevented re-loading saved games (it auto-saved every time an event occurred). It also had moderately-soft knockouts in that if you were defeated in battle, you could usually run away with at least part of your army intact. If you lost really bad, your army would desert, but you'd still have your main character (stats, skills, and cash) and could rebuild. Personally, I thought this was a great system - it introduced the right amount of tension and risk-management, and it eliminated the hard boundaries of a traditional RPG (you must complete quest XYZ to unlock zone ABC)
  12. If you were willing to pay to host a server, you could have both players send their AI's to a central server which would resolve the action fairly with no disclosure.
  13. How often are you sending packets? I'd think a simple collision check should suffice unless you let it go too long.
  14. The original issue as you explained it was that in some games, some classes are not considered valuable by people forming groups - right? If your advancement structure allows specialization, then you potentially end up right back in the same boat, although players may have more wiggle room to identify their speciality. If players can't specialize (everyone can be good at everything), then you end up with players on this informal linear scale from best to worst. Maybe that's good, maybe not.
  15. The Halo designers mentioned in a presentation that subtelty in AI goes unnoticed. So you may have reached the point of diminishing returns, especially focusing on behavior that executes when the player isn't present. The presentation talked about how they built in exaggerated animations and lots of vocal clues to help the player understand what was going on in the characters' heads