# Farraj

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1. ## Making the wilderness interesting

To be honest, I really don't understand the question :/ What exactally are you aiminig at? You want players to "volunteerly" leave quest areas an wander in the wilderness? Or want them to take their time when going from town to town? If its not fun, then you shouldn't consider it in your game. Traviling is not fun, in game or in real life. Most games will only force you to travel through an area once, and make it as challenging as possible to get to the other side. You know, The fun part. After that they give you a "fast travel" option so you don't have to go throught it agian, just to travel to a place you already been there. fun = a challenging goal. The goal is going from A to B. You can make it chalenging by adding multipul ways to get killed, diffuclt to navigate, self revealing maps, etc... OK, I know that I may have not answered your question, but I guess it becomes easier to think about if you already know what you want from it. Remeber, its all about fun. It way we play. Cheers
2. ## Move object to desired location

[sub]How about this:[/sub] [sub]distance_travled = velocity_vector * dt;[/sub] [sub]raminign_distance = finial_poition - current_poition;[/sub] [sub]if(raminign_distance > distance_travled)[/sub] [sub] // move forward[/sub] [sub]else if(raminign_distance <= distance_travled)[/sub] [sub] // move the remaining distance, then stop[/sub] [sub]Just simplfy. Think lazy. Think like a programmer [/sub] [sub]Cheers ^^[/sub]
3. ## Direction vector

lol, I read 2/3 of your post and thought this guy knows what he's talking about. What could be the problem Same answer as the above. Just keep looking, it will move Good luck man
4. ## [C++] std::map fills in extra key values?

Oh, correction. It did solve the problem. lol it just hit me why it will fill all the key values under it, over move than one loop ^^
5. ## [C++] std::map fills in extra key values?

Well thanks for the tip. I doubled checked the code and I have found that I made a mistake in the Update() method: [code] int netList = netObjectList.size(); for(int i = 0; i < netList; i++) { unsigned int currentObj = netObjectList[i]; [/code] I thought I was calling by index number here. I still don't see it making the specific problem I'm facing, but I'll fix it and see what happens. Thanks

7. ## [C++] std::map fills in extra key values?

Hello everyone, I'm having this unusual problem when using std::map. I've been using maps for a while and have never seen this before. Observe the following: [code] std::map<unsigned int, unsigned int> netObjectList; std::map<unsigned int, unsigned int>::iterator itr; netObjectList[2] = 12; for(itr = netObjectList.begine(); itr != netObjectList.end(); itr++) { cout << itr->first << " = " << itr->second << endl; } [/code] Now I was excepting this output: [code] 2 = 12 [/code] but for some reason I'm getting this output: [code] 0 = 0 1 = 0 2 = 12 [/code] For some reason the map is filling in keys. Even if I had this: [code] netObjectList[13] = 2; [/code] The output will be 14 lines with zero as value for all the keys that I didn't fill. I can't seem to figure this out. Any ideas why this would happen? Cheers

9. ## Help, looking for games with this feature

Well the only game I can think of is Infamous. It's not exactly how you describe it, but in the game you can cuff a knocked down enemy (who is still breathing) to the ground with some sorta electrical binding. Also there are some tasks that let you zap some prisoners so they move forward. The more you zap the faster they go. If you zap to much they die. To complete the task you have to keep 1 or 2 alive. I hope this helps.
10. ## I want to make a multiplayer game

To be honest your question is a bit cofising. Are you making a flash game or a stand alone exe game? Game Maker 8 can do multiplayer but only the pro version. Its easy to setup but really frustrating to get it right.
11. ## Thoughts on multiplayer only indie game?

[font="Calibri"][size="3"]A game were you play with other people??? I like the idea already [/size][/font][font="Calibri"][size="3"]You’re looking at this the wrong way. Getting people to play the game, then play long enough so new players will find people to play with is not that difficult. There are many tactics and tricks out there to achieve a fan base, even after you have released your game. [/size][/font][font="Calibri"][size="3"]The problem here is having a game that is good/fun enough for these tactics to work with. If the game sucks, there’s nothing you can do to keep the players on. [/size][/font][size="3"][font="Calibri"]I good example is what Luckless suggested. If the game sucks I’m not going to bother giving the extra copies to my friends. I already suffered, why should my friends suffer too? [/font][/size][font="Calibri"][size="3"]Cheers [/size][/font]