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tolaris

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  1. I'd say that's (near) pixel for pixel the Brooklyn Bridge, actually http://en.wikipedia.org/wiki/Brooklyn_Bridge (both bridges were designed by the same engineer, so the similarity isn't very surprising ;)
  2. real life can be good inspiration: http://www.emergency.com/strtgang.htm "(..) involves the use of _M72A2 LAW Anti-tank rockets_ against police stations." "Other weapons, allegedly requested by the gang members, included (..) a quantity of military- grade 5.56mm _M-16 assault rifles_." http://www.wtopnews.com/index.php?nid=25&sid=397392 "_machetes_ are becoming the weapon of choice for northern Virginia gangs." on the other hand you have things that are common enough and easy enough to obtain that they make more sense to be given as option: brass knuckles, or even a broken bottle. On the RPG being 'game breaking' i figure it could be rather easily curbed by making them one-shot -- that makes it just a fancy and very expensive bigger grenade, with better chance to land it where you want it. Hardly that much more useful than regular grenade launcher or vulcan minigun that you already have included?
  3. Quote:Original post by Coz 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. I doubt it's really as simple as difference between empty and "content-filled". E.g. any city is filled to brims with architectural, landscape and human content that'd take hours and days to explore. The internet is chock-full with content of all kind. Neither in itself is going to alleviate your boredom if you aren't specifically interested in the content they can provide. Or in other words, the view what's empty and content-filled will vary from player to player. There's also the (already raised) issue of repetitiveness -- large amount of content isn't *that* hard given the procedural generation and whatnot. But we have natural tendency to focus on things unique, and subconsciously filter out what's perceived "generic". Due to our brains being tuned to recognize patterns and actual limits to how many things we can recognize/remember as truly individual -- past certain (small) number, new instances which aren't unique 'enough' get largely discarded as "just another X". And so such sort of "filler" content ain't adding much to the experience, unless the actual purpose of the game is to drive into the player's brain just how little speckle they're in the world. But this in turn is perhaps exactly opposite to why many people play games in the first place.
  4. Quote:Original post by steveworks Not to make fun of these games (I happen to love Zelda) and some of these are classics but, how many games do we know of that really are a perfect balance? ( if you know of one tell post about it. Trust me I would love to hear about it.) If anyone has any ideas for a game that you think balances these traits (or excels at them both) please post them. Pretty surprising no one mentioned Tomb Raider series yet. Another example would be ICO (and earlier take on the same subject, the Lost Vikings) where the puzzles were based on need to combine different abilities possessed by multiple characters under your control to progress further. Both of these games seem to work pretty good because they avoid dichotomy in gameplay. I.e. it's not "arcade and puzzle" in the sense every now and then game yells at you "pu-pu-pu-puzzle time!" ... but the puzzles are integrated seamlessly in the environment, and are pretty much constant part of moving forward.
  5. Quote:Original post by Jotaf The problem with letting the player set all the variables is that he or she won't understand the mechanics that balance the whole thing, or keep it from becoming an insane story. You might as well say you're stinkin' rich and have everything handed to you. Asking the player to work with such intricate dependencies would be a disaster. The roll/re-roll strategy has the advantage of always generating a sane story. There's no requirement of "balance" in human backstory. You might think being stinkin' rich and having everything handed to you is "insane", and Paris Hilton is just going to laugh at such opinion... all way to the bank.
  6. Quote:Original post by caffiene While its true that RL doesnt work that way, there is at least one important difference in RL to most games. Namely, in RL developing a skill is difficult enough that it requires a significant investment and skills learnt have no hard limit on how far you can develop it, and will atrophy if not practiced with some regularity. This means that skilled specialists in RL will lose some of their skill in that area if they attempt to train themselves in additional skills. In most games, especially traditional RPGs, skills have a set limit that a skill can be raised to, and the skill does not decrease if it isnt used, so there is no penalty for attempting other skills after you master the first. Skill-based games that I've seen generally seem to go about it in slightly different way than RL, but ultimately to very similar effect -- there's overall cap on how many things you can teach single character. Note even if there was no such cap and a character was allowed to eventually learn everything, it still doesn't make them capable of 'soloing everything' ... it just makes them more versatile. But there's still physical (so to speak) limits how much damage one person can do and withstand, and content that requires more than that in order to beat, would still require grouping. The only difference is that the player has more freedom who they group with, vs sitting there idle for long periods of time in hope a healer/tank/damage dealer interested in doing the same content happens to be online... but removal of that particular "feature" isn't bad thing in my eyes.
  7. Quote:Original post by Sandman With a purely skill based progression system you run the risk of having a world full of generic jack of all trades characters who just run about killing everything solo. One could point out that RL shows it doesn't really work this way. Take for example any regular armed force -- while there's certain common skills that each average soldier share with others, there's enough practical incentive there to make them specialize in very different things. And they certainly don't 'run about killing everything solo' either, simply because the only thing one can really kill solo is another lone guy of similar strength. Anything bigger, and you need to start grouping up to stand chance.
  8. Quote:Yeah, i might try that. I'm currently using the phong model, with a bit of tweaking. Wouldn't really worry about the lighting model. The appearance of metal is defined mostly by texturing and environment reflections, further enhanced by fresnel effect. I'd say it's mainly the texturing of station that needs some serious work on, especially since it also gives bad impression of scale...
  9. Quote:Original post by Iron Chef Carnage Using the intentionally narrow stereotype I've described here, please post some other ways to employ equipment in a game (RPGs, mostly, but other systems no doubt have aspects worth mentioning) that you think are or would be innovative and effective, eliminating some of the absurdity of a very useful glass helmet (Final Fantasy) without losing so much of the gameplay such systems offer that it's not worthwhile. Something i think i've read a while ago here, so not going to try to take any credit for it... but, the idea was basically to introduce improvement of attributes of the player's currently used gear (or gear class) instead of presenting them with "another sword of even greater pwnage +3" every two hours of play. The stat changes would reflect either the character becoming more familiar and thus effective with their weapon of choice over time, or things like "as reward for your help the shady old man shows you a trick that you'd never guess was possible with your dagger" ... "corroded with the blood of dragon you've slayed the blade of your axe is now poisonous to touch" ... "this jacket has been patched and strengthened by grateful leathersmith you've rescued at crossroads" ... things like that. The size of player inventory gets reduced as the result, but the pieces of gear with their own accumulated unique enhancements and history become more valuable, perhaps to the point where the player might start to think twice if they want to throw away what they already have and replace it with something new. At the same time if/when they actually do decide to switch the gear, the change is more accented than just grabbing yet another new sword and selling the previous weapon at the nearest "ye olde junk shoppe"
  10. Quote:Original post by Daniel Miller I don't like arguing about this because it's an opinion: I like RTSs that are fast paced and that don't reward defense very much, others prefer slow-paced games that do reward defense. I don't see the problem, really. If i understand it right, the OP suggested game with access to pre-built bases as _mode of play_ selected when you create the "game room" or whatever... this allows those who like the frantic gameplay get what they like with 'regular' game mode, and those who like defense-oriented gameplay also get what they like with this suggested new mode. These player types will simply have easier work finding the gameplay they like, due to selected game mode making it more obvious.
  11. Quote:Original post by Promit Let me see if I can describe this coherently and succintly. I want to have a list of entity objects (I use 'entity' in the Quake engine sense) that can have various types. A renderable entity would have rendering data, bounding volumes, and transformation. A point entity (a particle of some sort, for example) would have rendering data and transformation, but no bounding volume. An invisible trigger would have transformation and bounding volume but no rendering data. Slightly off-topic, but something to consider here, perhaps... at least for the objects you're giving as examples, you might actually want them to have all that data you mention. While bounding volumes and shape data won't be used for some objects by the main game, it can be completely different story when it comes to "level editor" or whatever application you'll have to put the game content together, and which will need to show its operator where all these invisible triggers and particles actually are (likely using some symbolic shapes). So, to try to cull that info appears somewhat premature... and given implementation problems it seems to cause, maybe not worth the trouble? ^^;;
  12. Aye, by all means please continue ;s
  13. Quote:Original post by Peregrin Maybe billboard a quad with a transparent texture in front of the sphere. The texture could be of a ring, with a gradient from blue (rim) to transparent (center). Take care to always billboard it in front of the sphere, and it will look fine from any angle. Being only one quad, it is also very cheap performance-wise. For what little it's worth, this is pretty much how EVE-Online does the planet atmosphere (except the quad intersects the sphere at ~1/3rd of line between points most close and most far from the camera) ... you can browse the image gallery at game website to see the end effect, it works pretty nice.
  14. Quote:Original post by Siolis I’m aware of that but as I’ve said some where in the Ball Park of realism. To me and a few other people from the north of the UK *Cough*York*Cough* mining means going underground with machines and pick axes. FYI i know all about how to mine and how they do it, the method you described in a medieval method of getting iron, they don’t do that anymore, they dig, in quarries sometimes, in grate holes in the ground the rest of the time. ¬_¬ So wait, your complaint boils down to, the game set in "medieval+magic" settings has the mining mini-game quite closely resemble _medieval_ way of mining, as opposed to what present-day UK lad from York might do... and having that medieval way of mining in medieval settings, as opposed to having modern way of mining in medieval setting... is "unrealistic", out of all things? The mind boggles, tbh.
  15. Not sure if it'll help you any, but... the way i have it at the moment is the mesh manager roughly resembles the texture manager in functionality: the "mesh server" is taking care of both loading the 3d files, and caching them. The scene nodes don't receive this data, but merely a set of IDs that identify chunks which together make up a particular 3d object. Using your example, it looks somewhat like this: scene node: hey, mesh server, load me the 'mymodel\fence.mod\plank1.3ds' mesh server: *checks if this file was already processed* mesh server: *finds no cached instance, loads the file, breaks it into separate per-material chunks, puts the chunks into chunk library* mesh server: hey, node, the file you wanted consists of chunks 34, 35 and 36 scene node: *takes note* ... renderer: *determines the node will be visible* renderer: hey, node, what pieces are you made of? scene node: 34, 35 and 36 renderer: *takes note and goes off to bug other nodes* ... renderer: *sorts the received data per material, chunk IDs and whatever, then walks down this list, bugging material server and the mesh server to contribute to material binding and mesh rendering, respectively* it's overall a bit more complicated than that (the geometry chunks come with material IDs for example, and can be arranged into level-of-detail table) ... but that's how it goes more or less. This allows the mesh server to cache the requests --if another node asks to have the plank1 loaded, it'll receive the same set of IDs without the server processing the physical file again-- as well as to keep track on which meshes are actually rendered, and which aren't and might be possible candidates for purging, if memory usage gets too high at some point.