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About Geoffrey

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  1. Darkest Dungon springs to mind, if you're looking for more inspiration. It's good looking, effective at conveying horror, and I suspect relatively cheap to produce.
  2. I prefer a tutorial that's integrated with the main game.  Making death impossible makes it dull and, well, tutorially.   Handle death the same way you do in any other level of the game.
  3. CCG inspired game mechanics

    Battle Cry's quite a cool game! It isn't super clear what you're looking for.  Lots of modern games have collectible elements, e.g. the numerous gun unlocks in Call of Duty, ship variants in FTL etc.  The collectable mechanic is used a lot because it tends to keep people coming back for more!  However these games lack any kind of 'deck building' component. I'm always quick to recommend Spectromancer, a game with creatures, spells and moment to moment gameplay a bit like a CCG - but no deck of cards and no deck building (at least in a standard duel). Also feel free to ignore this self-promotion, but I love CCGs so much I developed my own, The Trouble With Robots.  It does have conventional cards and decks, but is a single player game where you fight waves of enemies rather than participate in online duels.  It also has real time elements and ditches the mana system for something simpler.
  4. Elements of Minecraft

    I've thought about this a lot and I think Minecraft has three important ingredients: (1) You make your own story.  You're free to decide what to do, where and when.  The procedural world really helps to make this work out. (2) You become attached to the stuff you make.  It's easy to start building, but what you make is unique to you.  This fosters a sense of attachment and pride in your work. (3) Working towards an accomplishment.  Once you've got the hang of the basics you can plan and build something impressive, and this is the sort of 'satisfying hard work' most people wish real life was about.   I don't think the specifics of the crafting system, mobs etc are important - these are just incidental details.
  5. Advertising Through YouTubers

    0.5% conversion at $30 per copy seems optimistic for most indies (maybe not for AAA mind you).
  6. Also msg isn't initialized, and it isn't guaranteed to be set by PeekMessage, so it could happen that msg.message == WM_QUIT by coincidence (in practice you will almost certainly have a WM_CREATE message or some such on the first loop iteration which renders this bug somewhat theoretical).
  7. Code review - Pong

    You'd probably be better off having a ball.velocity with separate x and y components (initially +1, +1), rather than the self.direction string.  This will greatly simplify your code in ball.move.   Also, it's maybe not essential in a small program like this, but some comments would be nice.
  8. Digits of Pi

      Nice demo.  My method was to substitute the problem for an equivalent one that's easier to reason about:   Suppose there are two guns with six barrels each, and a bullet is put into a randomly chosen barrel of one of the guns.  You then play Russian Roulette with just one of these guns, again at random.   This is equivalent to the original problem because there is still a 50:50 chance that you're playing with a loaded gun and the location of the bullet if present is still random and fair.  However the intuition is now that there are 12 equally likely places that the bullet can be (2 guns x 6 barrels).  Having ruled out five of them (the barrels already discharged) we have seven remaining locations where the bullet could be, no information about which of these is more likely, hence a 1 in 7 chance of blowing our brains out.     That's interesting, though in this case I think such a practical consideration would further improve your chances on the 6th shot (better than 1 in 7) as it's near the top again.  Another practical consideration is that one could possibly detect the presence or otherwise of the bullet by it's weight.
  9. Digits of Pi

      Fairly sure it's 1/7.
  10. Digits of Pi

      But we don't generally encounter evolving situations like this much in education, so most people aren't really equipped to accept the counterintuitive result (I know I wasn't, the first time I saw it).  This is exactly why it's such a good problem, because it teaches young mathematicians that their intuition can be wrong.  If you got it right the first time, congratulations, but maybe one day something else will come along to keep your ego in check.  :)
  11. Digits of Pi

      I agree with what you said about mathematics being based on assumptions, but I think you've got this one confused.  The Monty Hall problem isn't about absolute probabilities (which are simply 1 for the door with the prize behind it, 0 for the other two doors) it's about conditional probabilities given the information available to you.  Initial that is nothing so they begin at 1/3, 1/3, 1/3, but when the presenter opens one of the doors you did not choose this affects your probabilities in an asymmetric way.  If you aren't convinced, draw up all nine possibilities (3 positions of the prize and 3 possible guesses) and see how often you do better by changing!
  12. Digits of Pi

      That assumes a naive model for the universe in which we live. The distance between two atoms is not a number that can be determined with arbitrary precision, so it doesn't make a lot of sense to ask whether it is rational or irrational. I am not a physicist, but my understanding is that this is not just a limitation of our instruments, but a feature of nature.   The way I think of the world these days, everything that matters is discrete. Real numbers are a convenient approximation in situations where the numbers are large enough. This is often the case in physics; but there is nothing "real" about real numbers.     Yeah, fair point, I was assuming a simple Newtonian / Euclidian universe - just trying to build up some kind of intuition about what irrational numbers are.
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