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Latest Theory Activity

Thanks for sharing, very interesting.

Tried it for 5 chat lines. I felt like kind of talking to an outsmarting slave, pretending to be an assistant, but with a hidden desire of leadership. :D
The conversation made sense, however. Which is impressive.

I'd like to discuss the expected social impact of t…

4,281 views
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JoeJ
September 25, 2020 07:16 PM

There is a lot of research going on, also based on ML. this is the first thing i've found using google.

But your question seems very broad. Some points:

Interpolation alone is not totally trivial, as we lack a simple way to mix 3D rotations. (In practice, linear quaternion interpolation should do, bu…

6,638 views
Looking for game designer (making the game fun). Programming and graphics are already handled

vvoodenboy said:
you've never answer the most important question (or I've missed this answer) which is “what makes my game ‘fun’”. And what do you consider as ‘fun’

That is a good point, actually. I consider it fun, when a player does a bunch of smart moves to completely destroy the enemy units, alth…

51,779 views
What name is better for game?

Thanks for the comprehensive information. Yes, you are right, i think making name from backdtory is best solution. Tom also tips to make non english name, may be it will realy not so bad.

5,994 views
CursedPhoenix
November 21, 2019 05:45 PM

I'm thinking on developing my own breeding game. Should be easy enougth to create the basic game mechanics and mostly the planning phase is done. I'll use "NimbleBit"s "Pocket Frogs" (https://en.wikipedia.org/wiki/Pocket_Frogs and https://play.google.com/store/apps/details?id=com.nimblebit.pocke…

2,787 views
JeremyAlessi
November 14, 2019 01:33 PM

In episode 11, Jeremy discusses how he came to realize (while playing Double Dragon IV for some reason) that games as a medium, demonstrate the peaceful coexistence of grand design, determinism, and free will in one possibility space. Jeremy also uses Super Mario Maker as another example of th…

4,379 views
JeremyAlessi
November 14, 2019 01:33 PM
PixelCast 11, Grand Design, Determinism, and Free Will...

In episode 11, Jeremy discusses how he came to realize (while playing Double Dragon IV for some reason) that games as a medium, demonstrate the peaceful coexistence of grand design, determinism, and free will in one possibility space. Jeremy also uses Super Mario Maker as another example of the …

4,961 views
JeremyAlessi
November 14, 2019 01:26 PM

In episode 11, Jeremy discusses how he came to realize (while playing Double Dragon IV for some reason) that games as a medium, demonstrate the peaceful coexistence of grand design, determinism, and free will in one possibility space. Jeremy also uses Super Mario Maker as another example of th…

4,173 views
JeremyAlessi
November 14, 2019 01:26 PM
PixelCast 11, Grand Design, Determinism, and Free Will...

In episode 11, Jeremy discusses how he came to realize (while playing Double Dragon IV for some reason) that games as a medium, demonstrate the peaceful coexistence of grand design, determinism, and free will in one possibility space. Jeremy also uses Super Mario Maker as another example of the …

2,896 views
On 10/17/2019 at 2:54 AM, ThinkSmall98 said:

u = particle1.get_s() 

And this is the same as  particle1.get_p2_position() - particle1.get_p1_position()?

I guess yes, but just to be sure.

And changing the last lines to:

if (close_d < (2*S_RADIUS)) return true…

8,709 views
Would Sekiro be a good fighting game?

Hello,

It's my first time posting anything on this forum but I thought it was time to step up my knowledge about gaming theory and game design if I want to get into the industry. I have a lot of ideas of games that would be great. I write everything, draw characters, right stories, design an…

4,168 views
10 hours ago, Hodgman said:

Another solution is to blend from the smooth normal to the per-triangle flat normal at grazing angles. 

Wow, that works a lot better than I expected.  Never would have thought of that, thanks!

 

Read more

4,147 views
Recalculate normals of a regular grid surface (C++/OpenGL)

SOLVED!

I was calculating the normals at the same time I was computing the zNoise. So, it was possible that some vertices weren't at the right Z.

I solved calculating before all the Z, and then all the normals.

Thanks Green_Baron for helping!

5,377 views

I dismissed different damage types and stealth as too complex at first, but I'll think about that. It's a stable in many RTS games at least. Thanks! Terrain and movement speed I already have implemented already.

The modules approach is a nice idea, but I'm afraid the merged units will lack i…

6,325 views

I suggest you do like I did. Go to your local library or go online and purchase a couple books on game development. They will teach you a lot more than you can get from an excerpt from here. You can get the obvious "How to make a game" book, or go after the more college levels books that give you…

3,975 views

Thank you all for your responses!

@Green_Baron: It was a long time ago when I worked with GL, did not know linear algebra functions were removed, good to know! I think that your second code is the answer.

@DerTroll: thank you for the yutsumura link, that's what I was looking for! I was thinking abo…

2,801 views
Unlock Audio
September 23, 2019 02:25 PM
Functions of Sound in Games

One of the wonderful things about sound is that it can accomplish many different things. Additionally, the same sound used in one context can have a completely different meaning in another. This is true from an emotional, informative and clarity standpoint. In my game audio classes at DePaul Uni…

6,608 views

I know this isn't really the answer for your question but for learning more about game design, I would highly suggest "A Theory of Fun For Game Design" by Raph Koster and "The art of Game Design" by Jesse Schell.

3,379 views
1 hour ago, deltaKshatriya said:

Paper degrades pretty badly over time...paper would be a horrible means of long term storage. I'd say that there are a ton of modern storage systems that would be far better than paper if survivability is the goal.

That's why you need print…

8,169 views

Actually, quite a while ago, I remember reading in this forum that there was a project to combine various games around a single database, so that the monsters and creepers in your typical RPG would be actually defined from human players in a casual-player-friendly Dragon-City-like creeper-breeder…

4,805 views
Unlock Audio
August 12, 2019 12:42 PM
Getting the best from your audio department

Communication can be the hardest part of any collaborative creative process. This is especially true in art, and it’s definitely true in audio.

Every community and discipline has their own language, their own slang, and their preferred way of communicating. So today, I’ll be talking about so…

6,225 views

Hi there!

Let's look at how we can create a a cohesive and holistic score by looking at some of the music composed for the VR game, Furious Seas! We'll talk about how each individual piece of music relates to one another, some of the theory and composition techniques, and how the music inter…

3,490 views
mattkw80
July 04, 2019 06:16 PM


I chickened out.  SDL and SFML are a bit too hard core for the tinkering I want to do at this time.

Though not  OOP  in nature-   I'm going back to Lua Love2D, now that I'm getting my head around scoping.
I've already done everything I can do in PyGame - much easier - and the performance is f…

4,639 views
Harlan A Nagel
May 10, 2019 11:28 PM
Lost Wisdom Across the 2010s | Forgoing the Shadows #3
I had decided to move forward with my game project by first writing one-page design documents, prototyping, then going from there. I questioned why, though. In school, I was taught to use regular multi-page design documents. The process of writing one helped me develop the abstract concepts …
3,485 views
Character Writing Advice From Writers

(Image by an artist, who's now deleted their twitter unfortunately)

Foreword

I am building a game project that includes a massive amount of characters and character writing. Writing is not one of my strong skills (as I'm sure you will see in this article) so I meet with skilled writers. …

17,906 views
Choo Wagga Choo Choo
April 10, 2019 03:32 AM
GameDev Challenges - Swinging back around

Took an active break with the challenges but happily watched this last year. Pretty cool what's happening in this space on the site and curious now about the challenge fork that has recently appeared. Lots of good things happening on gamedev.net - hope to meet more new people that share the same…

4,190 views
gdarchive
September 10, 2018 01:36 AM
Color Palettes
Intro

Due to my belief in learning through self-discovery and my ongoing creative evolution, I've long put off doing any tutorials. However, after making pixel art for over 3 years I've established many solid techniques worth laying out in a concrete fashion. While I'm excited by the prospect…

32,871 views
nukomod
June 12, 2018 09:09 PM
Planet Generation Plans

 

Hey all!

This time I'm going to write a little about my plans for generating planets. This entry won’t go into any specific details of the terrain generation but will be just a very high level overview of the basic framework. I don't think any of the ideas in here are new.. the procedu…

8,360 views
Spool
April 28, 2018 12:45 AM
UI, for the love of God. UI..

A couple months ago I decided to delve into the dark arts that are seemingly only attempted by the bravest of programmers. UI Framework development. While honestly I didn't fully understand what designing and creating a UI Framework from scratch truly entailed, I had some notion that it was no e…

3,984 views
Lyfe
April 19, 2018 11:17 AM
Feature #1 - Cell Editor Base Sculpting

And so we meet once again to discuss what's new in the development of Lyfe. But as we promised on our Twitter this is something big. I don't have to tell you what we're discussing, you probably already read the title of this entry.

I have to thank Jake Best who took the time draw the concept…

3,341 views
Lyfe
March 22, 2018 07:46 PM
Functionality - Cell Stage

We're back with another update.

First a little recap of what happened this week:

We got our own banner and logo. Thanks go out logomakr.com where we made it.

Our website is now in develpoment. I got no idea when it will be online but we're working on it.

We started using Taiga.io…

3,276 views
Gon'Interactive
January 12, 2018 04:06 PM
Week #02 - The inspiration source
Comic book inspiration

I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always somethin…

2,057 views
EDI
December 12, 2017 12:20 PM
Porting Static:IT - Part 2- Engine Differences

In part 1, I wrote about a difficulty endemic to just about any porting project,
the importing and trans-coding of data to different formats.

Here in part 2 I'll cover a few of the trickier engine architectural differences that exist between 
the original engine for Static:IT (Selenite) an…

3,502 views
Marc Vandenbosch
November 29, 2017 06:02 PM
Learning from Doom

After viewing What We Can Learn From Doom, I wondered how I could transpose those ideas to my shooter game.

The action in D.O.T takes place with the succesion of enemy waves. The different waves are designed to either provide challenge or make the player learn something about the enemies beh…

3,304 views
FriendlyHobbit
November 28, 2017 09:19 AM
Why I hate fun

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/why-i-hate-fun/

Ever since I decided to specialize in game design I struggled with the word “fun”. It might sound silly to struggle with a term that is so central to the art of making games but it makes sense once you start …

4,923 views
Robert Stoppel
October 02, 2017 02:07 PM
Day one: Planning how to Plan things

Time management

I thought of a simple Plan:

after 1:30am I have all the time in the world for tons of stupid shit to do until 11pm... so five days in a week I start working at 5:00pm until bedtime.
That is 6 hours every day, making it 30 in five. Adding 20 hours on weekend (Ten every da…

1,968 views
gdarchive
August 22, 2017 03:52 PM
Composition 101: Balance
What are the principles of Balance in Composition? Otto Ostera discusses the 3 elements of balance: shape, direction, and location.
11,195 views
flatingo
August 15, 2017 10:00 PM
Game design, Player types and Pleasures from games

Hi. To be honest, but the game design for me has always been something unique and interesting. My path of game development first started with programming. After I began to draw, in order to be universal, but later, I discovered the game design and that was for me, on a pedestal favorite directio…

3,711 views
FriendlyHobbit
August 08, 2017 02:26 PM
Perceiving is believing – the game design edition

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/perceiving-is-believing-the-game-design-edition/

Perceiving is believing, or is it really? We have five basic senses which we use to perceive the world with: smell, taste, touch, seeing and hearing. But there is a difference…

3,748 views
flatingo
August 04, 2017 01:23 PM
How to learn to draw game graphics

So, drawing. How to learn how to draw game graphics and how to learn to draw at all, when is your maximum this?

 

 

 

Okay, then let's discuss this. To begin with, I'm not a cool artist, but I persistently develop this skill in myself, every day drawing and stacking tons of p…

11,064 views
FriendlyHobbit
August 01, 2017 03:11 PM
Can there be too many choices?

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/can-there-be-too-many-choices/

Last week I wrote an article on the dual-process theory which covered how we make decisions. This week I’ll discuss if it is possible to have too many options to choice from. As you know from l…

9,813 views
FriendlyHobbit
August 01, 2017 03:06 PM
Groups divided – competition among groups

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/groups-divided-competition-among-groups/

Last week I talked about the power of groups. I discussed the advantages and disadvantages of groups and how we behave in group. This week I’d like to continue on about groups, how we…

4,427 views
FriendlyHobbit
July 26, 2017 06:11 PM
The striking difference between liking and wanting

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/the-stiking-difference-between-liking-and-wanting/

There are two different kinds of pleasures we experience every day, we have anticipatory pleasure or ‘wanting’ and consummatory pleasure or ‘liking’. ‘Wanting’ is pleasure f…

5,739 views
FriendlyHobbit
July 26, 2017 06:03 PM
Reactance theory in games

http://www.tinker-entertainment.com/sitavriend/psychology-and-games/reactance-theory/

You can make something more desirable by forbidding it. That something can be anything: an item, an action, an idea. Well this is possible and known as the reactance theory. Reactance is the feeling you get…

4,724 views
5 Core Elements of Interactive Storytelling
Over the past few years I have had a growing feeling that videogame storytelling is not what it could be. And the core issue is not in the writing, themes, characters or anything like that; instead, the main problem is with the overall delivery. There is always something that hinders me from truly …
47,912 views
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