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Platinum314

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  1. I joined the board July 2003. Now I am busy with Graduate School. I still lurk from time to time.
  2. Here are my suggestions, based on the picture and whatever the technology level in your game is. Both of these work in the vacuum of space, and would need large barrels and energy storage, much like what you have   Both of these have already been mentioned by other posters before, but they are good.   Near Future Tech (With spaceship capability) Mass Driver / Rail Gun / Gauss Gun: Shoots conducting / magnetized slugs at very high speeds   Far Future Tech Singularity Cannon: Fires matter that has been compressed past the Schwarzschild limit, and accelerated to relativistic speeds.
  3. I don't know how much I relate as I never took any pure engineering courses, I got my undergraduate in Mathematics and am now pursuing a PhD in the same field. But I find that a lot of fields that are as rigorous as mathematics, physics, or engineering, a lot of people have trouble coming to terms with the first time they are expected to work out methods of solving problems, instead of using given methods to just plug into. The first foundations of analysis class that I took had a bunch of people taking it for the third time, it was known as one of those 'weeding out' courses. I hit that point where it seemed like what I thought I loved was too difficult the first time I took a serious course on Partial Differential Equations. I later retook it after much more study and many of the things that gave me trouble were because I was over thinking it. You have to know your calculus for most scientific and engineering fields. If you truly love engineering you will be willing to put the work into it. Don't worry too much about it.
  4. [quote name='Shippou' timestamp='1345693712' post='4972471'] Ultima died long ago for me. After what they done after 6 .... * shudders * Noah Antwiler made an entire series on it for those that never played the old Ultima games .... [url="http://spoonyexperiment.com/category/game-reviews/ultima-retrospective/"]http://spoonyexperim...-retrospective/[/url] [/quote] 7, and 7 part 2 are pretty good too, but then it lost it's soul in 8, and then was a mockery of itself in 9.
  5. A lot of older simulation and Roguelike RPGs supported containers. The system in Ultima Underworld was pretty similar to what you are proposing. I loved organizing my stuff (and then dropping it in my treasure room in the way I wanted). It can however get tedious if put into the wrong game design though. As mentioned if you are going to be 'mining' tons of items you want it to take a little time as possible.
  6. What I think makes an RPG good is when it provides meaningful choices. Although this can be argued for all types of games. I get bored very quickly once I realize that the characters are leveling up in a fashion I have little control over, its just one long script where I just progress from one point to the next with lots of grinding in between. I usually don't care much for the Final Fantasy games for this reason, however I did take an interest to FF5 for it's job system. The ability to make your own choices in character progression and exploration are key to me. If there is no room for experimentation I don't see much of a point. There is an interesting exception though, sometimes I am playing a game that has a storyline so gripping I must continue playing just to see what comes next. However at that point it is no longer primarily a game then a book. Taking a look at my Good Old Games Account I have all of the Ultima Games from 1 to 8, including Underworld 1 and 2, The Black Isle RPGs (Baldur's Gate, Planescape torment, etc) and Fallout 1, 2. So I suppose this is what I consider good RPGs.
  7. It looks impressive. I just signed up for the Dev Kit. This should be very fun. I have an interesting experience with virtual reality. I once did an experiment (I'm not sure if it was a psychology, or an engineering experiment) a few years ago while an undergrad where I was supposed to calculate distances while wearing a VR display. They had a spot on the ground, first I walked towards it and and then stopped when I thought I was on top of the spot without anything blocking my vision other then wearing something preventing me from looking down (easy), then I did it blindfolded (I stopped about 2/3rd of the distance), then I did it with a VR display (also not allowed to look down), and I stopped about 3/4th of the total distance. It turned out that I was pretty typical test case. They were trying to find out why people stop early, and also why people got sick when wearing it for too long. The current theory was that the viewing angle was too small and that the latency was too high. I'm assuming things have gotten better since then.
  8. Fun possible solution. I just contributed to the Oculus Rift Development kit on Kickstarter.
  9. I was first interested in game design and programming back when I was in elementary school during the early 1990s. I made a bunch of pixel art on the family Atari ST. Some of it was used in a roguelike game my dad programmed. I was already making really simple games in Basic and then C before I found out about MMOs. I think the first one I ever knew about was som game by Sierra called The Realm. There was an article in it in one of the Interaction magazines we would get from Sierra (We had a bunch of their adventure games such as Space Quest 5, Lighthouse and Shivers, and so were subscribed to their magazine.) I think Ultima Online was the first really big MMO, and that was around 1997 I think. I hadn't even played an MMO until several years later than that.
  10. Some of my favorite games of all time are Ultima Underworld I and II. I liked lot's of things about these games, one of which is how nearly everything was interactive, items can be picked up and dragged into your inventory, you can drag items out of your inventory and drop them in the world. Items can be used on other items by dragging them on top of another. I liked creating treasure rooms where I could arrange my stuff however I liked. Some games since have attempted the same thing, in particular the System Shock and Elder Scrolls Series of games, of which I am also a fan. However it seems that now days the mouse is reserved for which direction the the character camera faces. Back in the old days of UUW there wasn't much reason to have so much control over the looking (although they did let you use the keys 1,2, and 3 for looking up, looking ahead, and looking down). I have seen only a few modern games that have attempted to combine the mouse look and the drag and drop inventory. Arc Fatalis was in about the same spirit as the underworld games, and you were able to drag and drop items to your inventory at the bottom of the screen. However you needed to press a key to 'switch' between two modes where the mouse looked around, or was used as your hand and interacting with the environment. The same attempt was used in an indie game called Delver that I found on the web (It is supposed to be a combination of a rogue-like with an Ultima Underworld style exploration game). I am wondering if anyone has seen any system that has managed to seemlessly combine the ability to mouse look with the ability to drag and drop items or other things in the environment. Something I found interesting was a mechanic shown to me from my brother in a game he loves called Red Orchestra 2. It looked like the weapon you weilded didn't automatically aim at the center of the screen, instead moving the mouse also moved how the character was aiming the weapon, yet mouse look was also on at the same time. In one of the game designs I've been working on my ideal control mechanism would allow mouse look, the ability to aim weapons without changing the camera, and the ability to drag and drop items, all at the same time without a changing of state. I am however stumped. I've been toying with a prototype in unity where the camera rotates when the cursor approaches the edges of the screen (Similar to how Wii shooters work), but I have always gotten complaints that it feels unresponsive and slow from those that have tested it. I think the mouse look is just the mechanic that is expected to be in all first person games today.
  11. My reaction was kind of strange. I didn't laugh at all at first, voted the not funny option, and then started laughing because I thought it was humorous how unfunny it was.
  12. Sounds a lot like the approach Master of Orion 3 took. Nearly everything runs on its own, and the player merely guides the civilization. Most people hated it.
  13. [quote name='Acharis' timestamp='1341306880' post='4955200'] Let's face it, the whole point of space exploration is a hope that on one planet you will find an ancient race or some ruins with awesome machines or some old fleet of abandoned alien ships that will let you rule the galaxy... If you know all you can find are just different geological formations (no matter how unique) with different biomes (no matter how green) and resources (no matter what quantities), what's the point of exploring? Check this, it's quite interesting: [url="http://www.java-gaming.org/topics/spacegen-a-rather-silly-open-source-pulp-scifi-world-generator/26010/view.html"]http://www.java-gami...26010/view.html[/url] (random universe generator with random alien races and artifacts and history generator). [/quote] That SpaceGen java applet entertained me far more than I thought it would. I had a fit of laughter when the enslaved antoids declared independance from the empire of immortal depth dwellers, entered a civil war, and then used a time machine to wipe out their former oppressors. A history generator like Dwarf Fortress or this particular program could spice things up a lot. But the computation time for the sort of scale I am thinking of is ridiculuous. The latest verson of Dwarf Fortress for a medium world takes a full day to run on my computer. This is getting my creative juices running though.
  14. [quote name='Acharis' timestamp='1341265884' post='4955068'] From programmer's point of view it's not a big deal, it was done in ancient times even on C64 (Elite). Size alone is irrelevant, what matters is if the terrain is destructible or static (data that changes and needs to be stored). From designer's point of view it's a problem, such planets will be empty and boring. Computer can never match hand crafted locations with rich NPCs connections, their stories and such (althrough, for topography alone it's quite good already). [/quote] Funny you bring up Elite. I loved that game when I was a kid. Supposedly they had to put in a couple exceptions in the code to keep it from generating star systems with offensive names. I am not concerned with the possiblilty of procedually generating terrain. With the right sort of function I can make as much terrain as I want. As you say I'm concerned with any thing created by the computer that it would be boring. I suppose that it may be sufficent to handcraft important locations, and then connect them with procedrally generated terrain. If you decide to explore the middle of nowhere you shouldn't be getting anything interesting (for the most part).
  15. Start with a small set of cards and work on balancing those. Then once that system is working the way you want you can use those cards as a frame of reference for newer cards. For example if you have creatures in your game and they have a stat called strength, keep track of what card has the highest strength, and don't make a new card that surpasses it without having some major drawback. Be careful you don't introduce too much power creep or a dominant strategy. If a strategy becomes too strong, introduce cards that are designed to counter them, but not overpowered on their own.