Tagged Questions
0
votes
1answer
395 views
Handling game states like Braid's timeshift or Shooter's Killcam
me as very unexperienced game developer, I wondered how I could achieve something like re-winding the time in my game or jump back to a special moment (killcam) and replay it for the user.
8
votes
2answers
239 views
Is there a design flaw when an entity's state doesn't fully utilize enter(), execute() and exit()?
I'm following Mat Buckland's Programming Game AI by Example, and I find that I don't always have use for enter(), execute() and exit() on an entity's state. For example, in an RPG, a weapon may have ...
6
votes
1answer
340 views
What should “own” the battle state in combat between the player and NPCs?
I have a Map, a Tile, NPCs and the Player. When a player enters a tile in the map, a moveTo event is fired, which calls for any NPCs associated with that tile to be "activated". Those NPCs may be ...
20
votes
5answers
1k views
Reasons to disable game save during combat (e.g. Mass Effect 2)
So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, ...