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About Vaipa-

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  1. Vaipa-

    Superpig's 4E4 Feedback, part 1

    Awesome reviewing. Thx for the effort.
  2. The basic gameplay mechanics and concepts should be (or be made) obvious very fast to the player. HOWEVER as the game progresses, the challenges/environment must step up in difficulty by a reasonable amount. This is pretty hard to achieve, and there are a few ways to circumvent problems like this :) 1) Intensive testing with non-developer relate people -being a developer and even a QA guy makes you lose focus on a game after playing through it for 1000000 times. External people help iron out potential problems, especially difficulty/gameplay learning issues. 2) A fun way for the player to improve his personal skills. There is one game that did this better than anybody else: Revenant. This was an isometric diablo-like game, that had the player controlled Mortal-Kombat style. You could execute a series of different attacks, move freely around the map, jump, dodge, do combos, etc. Attacks (or moves) were rewarded as the game progressed, AND the most important thing: you learned them during sparring sessions with your master. The player could go and spar with the master whenever he wanted, and the fights were very fun, even when you had only one basic attack to use against him. Basically, during the game, if you ran into a new monster, you could go back to the sparring session and practice some new attack combos and dodging strategies before going back and test on the monster. Other games that did this nice was X-Wing/Tie Fighter with their tunnel practice sessions that were also awarding medals on your uniform depending on your performance. This second method might also help the player go through some poorly tested/more difficult areas since he gets really attached of learning how to play the game.
  3. Eclipse all the way. I have used it for Java, C, LUA and other things with great success. Indeed you might need more than 256MB of ram to run it good but it is an awesome IDE to develop on. You can't go wrong by trying it. If you want to do mobile development there is an EclipseME plugin that takes care of all SDK interraction for most of the major J2ME SDKs out there. The only thing you need to do while using it is write the code, edit the JAD fields and package :)
  4. Yes,you can very well add 5 more fields in your snake structure. 1 for the type of snake (computer or human) and 4 for the keys needed to turn the snake up down left and right. The 4 key fields can very well be ignored in the case of the computer snake. So a brute way to do this is: while (game running) { read keys; for (i=0;i<num_snakes;i++) { if snake=computer do AI snake stuff else if key = one of the current snake's keys turn snake in the correct direction. next snake.. } }
  5. Vaipa-

    Simulation or Game?

    Dogcity said it right regarding removing the boring parts from the game and keeping only the fun ones... There is one more thing. When you're aiming for realism in a game you should inform the player of the possibilities, and , for the cases where you don't tell him "you can do x like in real world" you'd better make sure that the game systems are so general and well done that all his asumptions are proven to be correct. What I mean is that while realism is hard to accomplish, it can be VERY fun if done correctly. If a player can do other things based on logic than the game says it can, and the things seem right, he will be happy. One example comes to my mind here: newtonian flight models in space combat games. I-war series and Terminus to be more precise. While the tutorials teach you to fly forward, back, and do a myriad other things, they don't teach you to fight properly, because they tend to give the player the distinct idea that they're flying an airplane , not a spaceship in a frictionless,highly inertial environment. So, the player learns by himself and by using common sense that the key to winning fights is not zooming around shooting baddies, but actually keeping a low speed and move only when necessary to avoid blaster fire from other enemies. This way he minimizes the impact of inertia on his ship and increases the time he has for aiming and hitting enemies.
  6. Vaipa-

    file format for (game) design document?

    I worked with 40-50 page documents and word was just fine. Anchors are a good idea though.. and DON'T spread your work. This way you avoid scrolling.:) But you shouldn't spread your work anyways.. concentrate on getting something done.
  7. Vaipa-

    New MUSIC from Desiduous

    Personally I like it, but that style may not appeal to everyone since the tunes tend to get to the catchy part a few minutes into the tune. But still, that's ambient music. Good job.
  8. Absolutely brilliant! 1 thing though: if you don't want people feeling sick after playing this game you should add some more fixed anchors on the screen. I'm not feeling very good right now, and I've never felt dizzy after playing any shooter.. :)
  9. Vaipa-

    Shattered Lands: A Design

    You have some good ideas there. You might want to look at STRONGHOLD or the SETTLERS series for partial implementations of what you're saying here. I have some comments on your army placements: 1) You could send scouts ahead of an army, or around it in a circle pattern like the tip of a lance, that would help spot potential threats to your armies. 2) Expanding on nr 1, once your scout finds an army and it is undetected, you could be able to make a surprise attack or lay low and wait for the army to go away until you can move forward safely. 3) About random placement .. it would be nice, but will negate many times any tactical advantage an army has because of sheer luck. Instead, you could generate the map according to the large world map data and place the armies relative to the smallest square/rectangle of the map that contains both armies. This way an army that's coming from the west will still be on the west of the map , while an army coming from the eastern mountains will still be at the east side, and most likely on mountains. 4) The same would be true for attacking a city. You would give an unfair advantage to the city if the enemy army has to be scattered across the map because of random placement, instead of being grouped at the entry point of the map (entry point decided by the direction that they came from. You could look at the TOTAL WAR series' city sieges for this.
  10. Silverfox is good.. it suggests smarts and speed.. you might have something to work with here. In my oppinion, names are probably one of the hardest things to come up with because you're focused on totally different areas in this field. Blizzard would be another good choice, but I heard it's taken ;)
  11. A company could range anywhere from 1 to 1000 computers. I think you could safely go for a 30 people company, as your average. Other data , such as number of programmers , graphic artists and what programs do they use is irrelevant, to the network building. What would be relevant to the topic would be only the internet gateways/firewalls and the version control systems, that need to be placed on all computers and are the only things that use the network. Otherwise.. Photoshop is irelevant ;) If you want to complicate things, you could go for a multinational game company, that has the same things in each location and a VPN on top of them. Hope that helped.
  12. Vaipa-

    Low Poly Trees with Planes

    Regarding billboarding.. you could combine it with actual models. If the camera gets close to the tree, the relevant trees could switch from billboards to models. The trick here is to generate billboards from many angles, and here is where you read the game design document under camera controls :)
  13. Vaipa-

    Mobile Marketing

    Yes, I have considered what you're saying, but I didn't want this post to be a subtle marketing ploy, or I would've posted it in the announcements section. I'm more interested in answers to those topics than snatching some hits from the gamedev forums. All in due time :)
  14. Vaipa-

    Mobile Marketing

    Cellphone, mainly for series 60
  15. Well you only need to send the outfit information once, and have it generated asynchronously on the client, so you won't need to send the info over and over again. If you send the information to the client whenever changes are being made ex: - other player enters the area -> send his equipment info to the client, generate character on client, store character in cache - other/own player switchest clothes -> generate the new equipment on the client - player dies -> same etc, etc, etc. plus, you can compress your packets,making bytes even less important. Also, a good occlusion system may help you reduce bandwidth. For example, I'm standing near the pub's wall, but my line of sight doesn't allow me to see inside -> do not send/get info on the characters inside.
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