Andruil

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About Andruil

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  1. D3DXVec3Normalize Linker Error

    Bah I'm an idiot. I put the DirectX SDK path into the additional libraries section of the project options->Linker->General section. After removing that it started working. Thanks for pointing out the d3dx10d.lib.
  2. Ok so I'm getting started with learning DirectX 10 from a book I have. As I'm going through the example everything works except the line of code dealing with the D3DXVec3Normalize function. Here's the sample code. #include <d3dx10.h> #include <iostream> using namespace std; ostream& operator<<(ostream &os, D3DXVECTOR3& v) { os << "(" << v.x << ", " << v.y << ", " << v.z << ")"; return os; } int main() { D3DXVECTOR3 u(1.0f, 2.0f, 3.0f); float x[3] = {-2.0f, 1.0f, -3.0f}; D3DXVECTOR3 v(x); D3DXVECTOR3 a, b, c, d, e; a = u + v; b = u - v; c = u * 10; float L = D3DXVec3Length(&u); D3DXVec3Normalize(&d, &u); float S = D3DXVec3Dot(&u, &v); D3DXVec3Cross(&e, &u, &v); cout << "u = " << u << endl; cout << "v = " << v << endl; cout << "a = u + v = " << a << endl; cout << "b = u - v = " << b << endl; cout << "c = u * 10 = " << c << endl; cout << "d = u / ||u|| = " << d << endl; cout << "e = u x v = " << e << endl; cout << "L = ||u|| = " << L << endl; cout << "S = u.v = " << S << endl; } If I comment out the D3DXVec3Normalize line it links just fine. Any thoughts as to what I might have missing? Edit: Just realized that this does work in release mode but not in debug mode. Does that change anything? I put both d3dx10.lib and d3dx10d.lib in the additional dependencies. Did I miss something else?
  3. Very nicely done. I agree with you. If quest heavy advancement simply causes people to be calloused to the quests / story, what can be done to counteract that? What are the alternatives? What types of quests are good and what types are bad?
  4. RPG Classes

    Quote:Original post by Kekko I approach very similar to Edtharan. Think very hard on what the gameplay activities are and what your game is about. When you've done that you can start to create classes accordingly. The thing people shouldn't do is to start by saying "My game should have 15 classes! Let's figure out which!" That's starting in the wrong end. Sounds like what Age of Conan did. 24 classes. How many were in the final rendition? Less than 12 I think. And its a good thing they cut them out too.
  5. Items In MMO

    You might want to check out Guild Wars. They've done pretty much what you are talking about for crafting materials and runes. Both drop from mobs. You go and sell items to the merchant for somewhere around 1/4 to 1/2 the current market price. Then other people can buy it for normal price. The more people sell to the merchant the lower the prices go. The more people buy an item the higher the prices go. Some items are actually not sold in the vendor because players know their rarity and that the value is too high for the vendor. You might check it out.
  6. Something blatantly psychotic.

    Star Ocean (can't recall which one) had a similar thing to your harmony attacks. It was a bit crazy since star ocean is real time battles but the basic idea was if you had 2 characters cast a spell that ended at the same time they could potentially be combined into a more powerful attack. I don't believe all spells could do this but the more powerful ones could. Sounds like a very interesting concept.
  7. Philosophy In Games

    Quote:Original post by Daerax Quote:Original post by Wavinator Philosophy is generally considered to be an esoteric subject, and if you try to put it into a game you probably risk turning off a lot of potential players. What do you think about the idea of illustrating philosophical ideas by example? For instance, take the question "does a person get better by having others help them, or do they get better by helping themselves?" If you wanted to explore this concept through a mission / quest or (even more interesting) some sort of simulation of behaviors, what do you need to do to make it accessible? Should it be subtle (meaning you don't mention any philosophical aspects, just narrative or gameplay)? Or could something like this actually introduce / integrate ideas from great thinkers of the past? The games I want to complete would be games second and explorations of complex philosophical concepts like epistemology or the mind body problem first. What if you did it in a similar way to psychonauts? In that game you visited the mind of several characters and each was unique to the person that possessed it. You could do something similar and show off many different philosophical viewpoints in various ways.
  8. Early Game Choices and Multiple Endings

    Quote:Original post by TechnoGoth Maybe I'm just the voice of descent but I was always annoyed when after playing a game a certain way all me choices were rendered completely invalid by the fact it was only my last choice or two at the end of the game that had any influence on anything. I’d like to see little choices have more of an impact on events or in a more story driven game multiple endings for each chapter. In a chapter type game you could unlock all diverging chapters for player once they complete a chapter. That way the player can choose what point they want to start replaying the game from along a different path rather then have to replay either the last 5 minutes or the whole game. Hmmm.... I really like that. It would work very well with several branches at various points during the game and would allow them to go back to that particular branch and see what happens after it. Maybe you save each branch of a chapter instead of a single chapter once. So if someone beat the game once, went back to chapter 2 and then took the other path they'd have 2 versions of chapter 3 that they could play. What if each chapter itself was a choice? Then you could actually set up consequences and restrict the choices based on the choices the character has made up to that point. If you've made mostly good choices you have several options skewed towards the good side. Vice versa for the evil side. Maybe even have a middle ground for those who don't follow the good or evil path.
  9. Indirectly Changing the World

    Quote:Original post by Delphinus Quote:Original post by Andruil Wow... that sounds very interesting and fun. How would the player know when alternative solutions are available? Say in your heat example. How does the player know that the thermostat is an option? Will there be a visible thermostat and a mention of what it does? Also how does the player know when things like taking heat out of the room will be a bad thing (such as it is the middle of summer)? Thank you. Visual clues would be used (and I think you mean the middle of winter?) in the level to help the player catch on. In the middle of winter, for example, there would be open windows in the background and snow falling outside. A thermostat would be shown somewhere in the backdrop and have little logos depicting heat (for example, red for hot, blue for cold, and a little flame icon). Actually I did mean summer ;). So for example you suck out enough heat that it is 32 degrees inside and the airconditioning is off... Seems rather suspicious, much like your dark spots of light when you are siphoning light. I do really like the way you are setting this up. It sounds innovative and fun with quite a bit of experimenting and exploring. One thing to consider is building up your levels in a manner similar to portal. Each one teaches some concept that is used in a later level. All while allowing multiple ways of doing anything.
  10. Quote:Original post by Wavinator Just wanted to chime in on the issue of having clashing/illogical traits: When I encounter memorable characters in books, most often they're memorable because their traits conflict. This makes them unpredictable, which is something that's refreshingly human because humans are a complex snarl of conflicting emotions, histories and impulses. So if I encountered Saint Francis of Assisi the Sniper, the first thought I'd have (if my belief were properly suspended) is "wow, how the heck did that happen." I would wonder if he's like the Arthurian Legend's Green Knight, the paradox of a warrior waiting to be defeated. If I encountered the surgeon who fainted at the sight of blood (and again you've done something to mask that I'm looking at random traits) I would wonder what in the world would make such a character-- was he tortured? Did something change his objectivity or shatter his confidence in what the human body was, altering it from understandable organism to be treated to horrific, nebulous other? Did someone hack one of his cortical implants? It's been said that stories work because humans are pattern making machines. If you provide details and (I think this is key) a sequence in time, we'll connect the dots. If your sniper was once peaceful, I might think he experienced something that changed his world view from loving to vengeful. Or vice versa if he is becoming peaceful (I think this theme was in Glimmer Man with Steven Segal). I don't think this will work, though, unless you have certain traits dominate behavior. If a surgeon faints from the sight of blood, don't show him doing surgery. If the sniper is peaceful, don't show him killing (unless there are reasonable stressors we can intuit-- for instance, showing him struggling with killing would be far more interesting because aspects of his personality could be shown to be competing for psychological supremacy). If you did this, a feature I think would be the capstone would be if you could change / influence these traits both directly and indirectly. If I'm hunting for a surgeon, a fainting at blood guy is probably going to make me annoyed if that's all there is to him. But if I can reason with him, plead or bribe and somehow get him to just attempt the action, then you will have transformed my experience from passive observer of traits (which has low emotional investment) to active involvement. IIRC, Kest, your theme is sci-fi, so you could even make this an overt thing. Stealing from George Alec Effinger, what if there were "personality mods" you could give to people to help change or suppress their attributes, but which were limited use (causing trauma or exhaustion)? Now your random personalities have a sort of tactical gameplay overlay for the player, as he invests in mods to augment friends (and even enemies?) into the sort of characters he needs. Imagine getting a dirt cheap psychopathic sniper and just trying to keep the guy stable enough to do one mission for you, then later having to take him out because he's gone off the deep end and is assassinating any and all randomly. Probably very hard to pull off, but I think it would be similar to the effect you get in Half-Life 2 with the gravity gun: Suddenly what's normally ordinary window dressing becomes a vital part of the player's gameplay and strategy. Hmmmm... you have a very cool idea right there. I'm going to have to spend some time thinking about that.
  11. Indirectly Changing the World

    Wow... that sounds very interesting and fun. How would the player know when alternative solutions are available? Say in your heat example. How does the player know that the thermostat is an option? Will there be a visible thermostat and a mention of what it does? Also how does the player know when things like taking heat out of the room will be a bad thing (such as it is the middle of summer)?
  12. Places in a horror game

    I just had an interesting thought. It seems to me that the best time to be scared is the time when you just took a moment to get relaxed. Could we tie in the movement of the character into the timing of an enemy attack at all? It is obviously a gimick and should be used sparingly (lest the player discover it) but I think it could scare the pants off more than a few people. I recall in FEAR that there was one long hallway which you had the scurrying of noises all around you and you wouldn't even see an enemy. After you finally get to the end and think you are safe it was then that the enemy sprung out. And it was a super fast enemy that you could pretty much only kill if you used slowmo to slow his movement down. It scared the socks off of me and my friends. This sort of effect with an intelligent enemy could really enhance the mood. Better yet take that less is more concept and put the noises in every once in a while... but with no enemy that shows up. Do that a couple of times and then hit them again with the monster. I would think that it would raise up the anticipation because it is a huge unknown. Perhaps make the timing of it random? One run through of a level you'll get 2 of them in a row and anther you'll have 5 spots where nothing shows up. Basically you add in the audio element to it. Also what about a chameleon enemy? It would stand still until you were really close to it. At that point it would make a sound and once you look straight at it it would jump out at you. Perhaps when you look straight at it it'll reveal itself for just a second with an evil smirk on its face before it attacks. The point isn't to have something sneak up on you, rather it is to scare the socks off of you because it wasn't expected. FEAR had an element like this where they'd randomly throw a freaky little girl onto the screen for no apparent reason.
  13. Horror games ..should they still be made

    Quote:Original post by Kest Quote:Original post by horrorgamewriter35 Not to sounds rude against your reply.But you totally avoided the question. I do accept your tip however. But please reply again but on the topic this time. I am wanting to see what the members here think about this particular topic and voice their opinion about it...In future threads please keep your replies to the actual topic and not stray from it..I am asking not telling... Sorry, I thought my tip would make my opinion obvious. Yes, I like horror. There's nothing quite like skulking around hallways with no armor and a pathetic weapon while zombies or demons are running amok. Hence, my tip. I never seem to get frightened when I have a shotgun, regardless of the horrors that await me. That probably goes equally for machine guns, grenades, and other heavy smack down weapons. If you give the player too much authority, the fear dissipates. I think you also need to have a serious reduction in enemy numbers, compared to typical action games. As a player, even if I am outmatched, having demons pouring out of the walls will turn my fear into gasoline. I'll just charge them. I already know I'm likely to die, so I have nothing to lose. I think the trick is to keep the player on the edge of losing control, but without taking it away from them. Hmmm maybe that was why FEAR was good. You had control but every once in a while they'd strip you of your control (usually with a freaky looking girl popping up into your face). The super fast enemies that disappeared and reappeared on you were insane too. I think that normal weapons can be done well by giving them really limited ammo. If the game gives me near infinite ammo then yes I don't find that I get scared. But if I have a nice weapon with highly limited ammo then I'll tend to save it for long periods of time without using it. Once that happens (and especially if you throw in enough difficult or boss type fights) I'll be a whole lot more skittery. I also ditto the comment about massive enemy numbers. In FEAR the last part where you are trying to escape from hordes of demons just didn't do it for me. I usually would blast a hole in them and then keep on running.
  14. Which hack is the worst?

    Quote:Original post by snak_attack If you were willing to pay to host a server, you could have both players send their AI's to a central server which would resolve the action fairly with no disclosure. That was my immediate thought as well. I'm also designing a multiplayer game and while I will add in a lan feature all other multiplayer will connect to my servers to eliminate cheating. Well... ok I think I can eliminate cheating. It is a turn based board game so that might help out a bit. It sounds like this method might work well in your situation as well.
  15. A MMO development system

    Quote:Original post by Nichollan I am thinking of starting something, but I haven't quite decided on what. In the meantime I'd like to see what people think of certain concepts. Edit, just expanding on my idea: One of the things that inspired this idea was the modding community that existed around the game Freelancer - and the different multiplayer servers that ran according to a combination of mods. It probably makes sense to have several servers with seperate "wikis". Those who establish these servers might want to give themselves a lot of privilege so that they can make their world go in a certain direction. Some of these servers might be places where it is more acceptable to test new content. I am actually thinking of editors of the "wikis" as Gods of the game. While these Gods should generally not favourize anyone in the realm, they can sometimes be allowed to make themselves known e.g. by incorporating a "religion" or statue within the game. They will probably play within the realm themselves, and might have received rewards for good editing which kind of gives them the "demigod" or "avatar" status. I would think that there would need to be a single person and / or group to maintain a single server. You could have it that anyone is allowed to host the game and by being the host you have ownership over the vision and how things get done. Since it is community driven those who don't like a particular person / group's vision can simply go elsewhere or start up their own server. One thing to consider would be allowing players to move between servers. Perhaps you maintain a single database that keeps track of common objects between all games including players, stats and potentially gear. You could also maintain a list of approved servers which the users can then look at and decide which server to connect to. Things like weapons and armor may or may not be transferable between servers though. For example if you had a sci-fi version and a mythical version they might look wrong. Depending on how the mechanics work though it could actually be fun to set up modules that can be imported into the various games. So if one game makes a meteor shower spell then perhaps the other servers could also make use of it? I'm not entirely sure that would work without making it a part of the common base code.