3
votes
2answers
277 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
10
votes
2answers
530 views

How do I make good guy attacks only hit bad guys and vice versa?

My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for ...
2
votes
1answer
130 views

How do I generate paylines and pay dots for a slot game?

I'm working on a HTML5 slot game and am completely stuck on the pay lines and the dots that produce the lines from 1 end to the other. What's the logic behind generating a random number of dots ...
0
votes
0answers
71 views

What's the most efficient way to manage auras & buffs? [duplicate]

I would like to know, for a game that does NOT use a grid (1-dimensional movement, in fact); what is the cleanest way to manage buffs that change a unit's variables? My current system is going to be ...
9
votes
3answers
2k views

How to implement the logic of a trading card game's “special effects cards”?

I am trying to write a kind of a trading card game here, in some way, it is similar to Magic The Gathering, or the Yu-Gi-Oh! card game. For those of you who are not familiar with it, basically, in ...
8
votes
2answers
5k views

Interaction between engine parts

I want to ask a question about how the information exchange between game engine parts should be implemented. The engine is separated in four parts: logic, data, UI, graphics. In the beginning I made ...
19
votes
4answers
3k views

“The Game Object” - and component-based design

I've been working on some hobby projects the last 3-4 years. Just simple 2d and 3d games. But lately I have started a bigger project. Soo in the last couple of months I've been trying to design a game ...
2
votes
2answers
469 views

How do I design a game framework for fast reaction to user input?

I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've ...
16
votes
5answers
990 views

Game actions that take multiple frames to complete

I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle ...