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LorenzoGatti

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About LorenzoGatti

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  1. LorenzoGatti

    Encircling predatory AI

    How coordinated are your enemies? If you really have a set of N enemies with a group state (as opposed to memoryless boids-like individual behaviour) you can easily compute desired positions for each group member in which they collectively surround the target. Then you can update the destinations as the target moves and approach them with generic pathfinding among moving obstacles (most of which are cooperating group members). For example, suppose L is a distance that is short enough that it's "impossible" to slip between two enemies L units apart: in clear terrain you can use the vertices of a N-sided regular polygon with the target in its center and sides of length L, while with significant fixed obstacles (e.g. trees or walls) you can assign enemies to each gap between obstacles, evenly spaced and enough to have a gap no greater than L between them.
  2. I'd be more upset if a warrior monk lacked strength and fitness. You can save the cliché of the old, frail or disabled martial arts master with transcendent powers (e.g. Oogway from Kung Fu Panda, Toki from Hokuto no Ken) for some other character. However, there are big muscles and big muscles. For example: only "big" relative to a common person, as can be expected from an athlete (like, presumably, your monk) a harmless exaggeration, like in the way many One Piece characters are drawn (appropriate or not depending on the general style of your character design and art) the result of an imbalanced and impractical body building training (probably inappropriate)
  3. There's a popular example of fighting game with varied characters and varied but not too grim storylines, and it's Street Fighter II, with all sorts of people joining the same tournament. But Ryu is only the first one of 8 (or 12, or more...) contenders, not a "main character", and character stories are mostly relegated to ending animations; players can simply choose a fighter according to appearance and moves, without caring too much about background.
  4. The two characters imply significantly different tones for the whole game: sportsmanship and self-improvement fighting respected adversaries, in Oriental martial arts tradition, vs. tragedy, violence and revenge against an evil villain. It's a bigger choice than a character background.
  5. Regarding the Sqlite database files, you could keep in source control SQL scripts to recreate them (presumably dumped with a tool, as already suggested), or a combination of well-behaved text source files: lean and stable DDL-only SQL scripts, aggressively sorted and reformatted CSV or JSON files for the data, and some code to create the binary SQLite databases and populate them. Images could be similarly "compiled" from text formats like PAM.
  6. LorenzoGatti

    Need Some Suggestions for my 2D Puzzle Platformer

    If the "teleportation" is limited to destinations that can be reached on foot, it's only a movement shortcut that makes sense as a mitigation of excessively large levels and excessively annoying obstacles. In the video, the character appears too small to actually jump and climb between platform spaced over twice his height; I think you should develop traditional platformer movement and the corresponding level feature sizes before adding teleportation. You could also consider letting the player shortcut only to positions that have been reached on foot, to ensure it's a real platformer. Puzzles requiring the player to activate triggers to change level topology are often combined with straightforward action challenges, like letting enemies in from the newly opened exit or having to pass an obstacle or fight to reach an obvious switch, and with tight timing constraints requiring the player to run flawlessly between multiple triggers or towards the exit. Trying to make the triggers complex by themselves often leads to absurd environments and boring trial and error.
  7. LorenzoGatti

    Advice on efficient building placement

    I second procedural layout of buildings, because they are merely ornamental. Adjusting and placing them one by one is unnecessary: only track geometry is important.
  8. It looks like you are mixing up the old implementation with multiple textures and the new implementation with one texture. texID should not exist in the shaders: the drawing code should adjust texture coordinates for each character sprite, like it does for character sizes.
  9. LorenzoGatti

    [IDEA] Modern Coffin

    If it's going to be a bullet hell game: None of the mentioned weapons (by the way, you list "scythe" twice) seems suitable as a source of bullet hell. Traditional choices include firearms and magical blasts, or a steady stream of darts, knives, shuriken, sickles or other throwing weapons out of nowhere. Depending on salvaged Violet Soldier weapons doesn't work well at the beginning of the game: what other weapons does the player starts with? In general, the described background doesn't seem very relevant or useful. For example, where does the battle take place? What do the enemies look like? If it's going to be a game about looting weapons: Are multiple identical weapons, from multiple defeated identical enemies, going to be useful of redundant? If getting a weapon is a big deal, are there any minor pickup items to keep the player busy? If all weapons can be combined, are there nontrivial weapon selection decisions for the player? What happens if the player fails to collect a weapon, falling behind the expected power curve? Suggestion: collect weapons automatically after the defeat of mandatory bosses. In other words, victory or death. If it's going to be a game about vampire-like Violet soldiers: What's the point of turning the player into one of them? A renegade "good" Violet Soldier would operate similarly with less complications. What's the purpose of the convoluted weapon-touching curse? Can't you simply have the player exterminate a variety of major enemies with strong weapons and lesser enemies with weaker variants of the same weapons? How can a mechanic with a time scale of weeks matter in an action game? If you want to force the player to "consume" enemies, recharging life force or magical energy would be more straightforward, and merely collecting their weapons might be a sufficient motivation.
  10. LorenzoGatti

    Ideas for Items and Mechanics

    In an action game, presumably a first person not-quite-shooter in a weird indoor environment, "keeping the ghost at bay" is a very high level objective with many facets: Not being seen, heard or perceived in other ways by the ghost Becoming perfectly or partly invisible, silent, etc. with good equipment or magic Impairing the senses of the ghost (flashbang grenades are a probably inappropriate example) With distractions and obstacles (fog, noises...) Evading the ghost With a speed increase Disappearing (e.g. teleportation) With a speed decrease of the ghost (maybe it can be stunned) Making the ghost stop pursuit By hurting or distracting it With decoys Withstanding ghost attacks With appropriate anti-ghost magic With generic armour
  11. LorenzoGatti

    Minigame for boarding combat (pirate game)

    I suppose realtime pirate combat with RTS-like controls could be an option, particularly with most orders about indicating places to reach and persons to attack, which should be possible only after the boarding begins for fog of war reasons switching between weapons and attack ranges retreating, because sometimes it's necessary smashing doors and other important non-combat tasks A typical pirate would have N single-shot pistols or rifles and a few melee weapons (rapier, machete, sabre, axe, knife, assorted polearms...). To reduce micromanagement, firearm use should normally happen automatically (e.g. in the initial phases when the enemy is beyond melee reach).
  12. LorenzoGatti

    Minigame for boarding combat (pirate game)

    Turn-based tactical combat between the crews, with a map (ship-dependent and possibly very interesting) and straightforward attack, move etc. orders. You can let the player give only a limited number of orders per turn, with all the other pirates controlled by a decent but not perfect AI, to offer the player an opportunity to make a difference with skill without allowing burdensome micromanagement. (It is also very appropriate for pirates to do as they please without passively expecting orders.) The ship combat that takes place at the same time can become turn-based too.
  13. You can avoid having the item type T as a template parameter: given the container type C it can be deduced, and you only need it as a type parameter of other templates (something that converts a T to a string or prints a T to a stream), not for the end result.
  14. If you already use path following to "drive" you can avoid collisions with static objects by simply adjusting the path your drones follow until a drone can complete the whole race without crashing. You'll probably need more data than a 3D curve representing the optimal path, such as velocity limits by location and facing next waypoint to aim for, by location and facing Then you only need to worry about collision with other drones; your drone must override the normal path following to slow down and avoid collisions. It is relatively easy to compute, or to estimate conservatively, the set of objects the drone is going to collide with before a certain time increment; if it is nonempty the drone can simply brake, and it will fall behind if the obstacles are other racers. Regarding braking, since a drone doesn't have to worry about losing grip like a car, you could apply maximum thrust in the backwards direction for the shortest time necessary.
  15. LorenzoGatti

    Monster Types in Monster Catching Games

    You are mixing up at least four independent concepts: Pokémon-like monster types, with the possibility of combining two types in the case of dual type monsters (or maybe even more types). It isn't clear how dual type monsters would be better or worse than single type monsters, or different enough for tactical and strategical purposes. Differences between monster types: rare and common ones, elemental and "man-made", natural and eldritch... Probably they should just be informal meaningful justifications for stats and abilities, for example monsters of certain types healing damage from certain attack types with difficulty, or exotic types eluding defenses that are understood to be optimized against common types. Monster ranks like plain, "Archetype", "Legendary", "Mythic" and maybe more. More "special" monsters should be just better; there's no reason to restrict higher ranks to dual-type monsters. Other non-type monster attributes, e.g. normal/tainted, normal/shiny Pokémon, normal/shadow Pokémon, normal/giant Pokémon, that can provide useful monster variety or plot material.
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