A set of rules that govern an in-game experience. Game design is an effort to come up with game mechanics that allow for players to have a fun and engaging experience.

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2answers
91 views

How can I exclude my enemies from spawning in certain zones generated at random?

I have a code where I randomly generate enemy spawn position, but I want to exclude some areas since it's colliding with some sprites it shouldn't collide with. This is the code where I generate the ...
1
vote
4answers
1k views

Beginning RTS game student project [closed]

I have experience with XNA and Unity3D. I have also built my own engine with Tao and C#. I am in last year of college and I want to make a small RTS game demo, nothing fancy I won't bother much with ...
2
votes
2answers
1k views

Create a continuous flight path on a Bezier Curve in Unity3d

I am working on a game in which a butterfly is flying along some path. What I am trying to do currently is create a Bezier curve starting from the butterfly's position(previous curves end point) and ...
4
votes
0answers
92 views

Conceptual question regarding Belief-Desire-Intent agent

I've been researching the Belief-Desire-Intent model and the way they used it in the original Black and White Game(which is the same, but they also defined decision trees as opinions). I have a ...
-1
votes
1answer
230 views

How to use custom font in Phaser ?

I am trying to load webfont in Phaser, I have seen the Phaser example but I cant understand, what asset do I need,what function I have to call....,what exactly look like the javascript file?. I am new ...
2
votes
0answers
127 views

More realistic currency for spaceship battle game [closed]

This is slightly related to real development but as you know hardest thing to do for developer is naming things. So now I can't figure out what specific currency to use in my spaceship battle game. ...
1
vote
2answers
140 views

Why does player still leave map?

I'm making a simple HTML5 RPG in pure JavaScript likened after Nox, Diablo or Titan Quest, with the character centered on the screen and the map moving around it. TL;DR: My character, when colliding ...
2
votes
2answers
98 views

Algorithm for spending x points on y things divided by n people

I'm trying to devise an algorithm to spend a given amount of points on a randomly generated list of items each with their own cost in a way that results in having a number of items that is divisible ...
3
votes
2answers
609 views

Implementing a 4x4 Game Board

I struggle with efficiency in code, and I want to start my game off on the right foot. I have a game that I'm making a 4 x 4 map of 'tiles' that a user can build their 'town' on. To keep track of ...
0
votes
2answers
125 views

Game Mechanics Suitable for a Game about Issues of Immigrations [closed]

So, I'm working on a video game design concept, dealing with the problems of an immigrant family and how they will try to blend in the society. The universe is a fictional universe. I was wondering ...
0
votes
1answer
97 views

How do I create a playing field of collapsing bubbles, as in Tsum Tsum?

Tsum Tsum App is a pretty interesting game and I am wondering how the main play area's data structure is, erm, structured? Characters are stacked, disappear as the player swipes over matching ones, ...
0
votes
2answers
207 views

Why do FPS games often automatically reload? [closed]

Was pointed here by Arqade's Meta On every first-person-shooter game I've played I've noticed that the 'automatically reload when empty' game mechanic is always used: I've always found it ...
1
vote
1answer
57 views

Calculating ln (natural logarithm) in games

I am developing a game for tablets using the Marmalade SDK and Cocos 2dX. In my game I have implemented a separation steering behavior in order to keep some of my characters separated from eachother. ...
4
votes
2answers
302 views

What would a good hacking gameplay look/feel like?

In real life, 'hacking' (that is, using brute-force attacks to guess a password) is not very interactive. In fact, it works pretty much independent of any user from the moment you press Return until ...
2
votes
2answers
191 views

Daily quest system

I am creating a game for Android/iOS. The game has a server that communicates with my appengine database. I want to implement daily quests as motivation for the players to return every day, but I need ...
16
votes
2answers
2k views

How to design context menus based on whatever the object is?

I'm looking for a solution for a "Right Click Options" behaviour. Basically any and every item in a game, when right clicked, can display a set of options based on whatever the object is. Right ...
4
votes
1answer
181 views

Dialog/event system in Java/libGDX

I hope that I'm posting this correctly as I'm new to the site, feel free to correct me if I'm in the wrong spot. As for my issue: I'm working on an 2D side-scrolling platformer game in libGDX, and ...
0
votes
1answer
16 views

libgdx: 2nd var of myClass()'s values saving to/overriding 1st var of myClass()

I'm using libgdx with Eclipse. PROBLEM: In the class inputHandler I have a list of buttons, menuButtons, composed of 2 buttons: playButton and retryButton. They both belong to the class ...
-1
votes
2answers
46 views

Before I change position I want to check if the gameobjects are collinding

For starters I'm new to Unity3d. So my question is when I click on an object I want to change its position but without collinding with the other objects and I need a function to check that. I already ...
8
votes
2answers
6k 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 ...
0
votes
0answers
66 views

Goal keeper AI with animation

I'm working on football simulation game. I am trying to implement Goal keeper AI. I did calculated ball trajectory and intersect point. I wanted to Goal keeper to dive to the interaction point and ...
2
votes
1answer
46 views

Detecting possible moves in a swap-match game

I've been coming up with ideas for how I would go about programming a Bejeweled-like minigame. After some deep thought, I've managed to figure out how to detect matches (including special bonus cases ...
6
votes
2answers
807 views

How to create rope?

I'd like to re-create this game, but I have no idea how to create the rope, or its influences on the ball. Basically, there is a rope, "attached", at one end, to the mouse pointer, and at the other ...
3
votes
2answers
2k views

Designing Drops system - How and where chance of drops are defined?

Just found a related topic but I have different/extended questions I was wondering how the implement the drop system. I have to start designing the DB model for this so I was wondering whether what I ...
4
votes
1answer
182 views

How can I show slow motion?

In my very, very simple 2D game I'm working on, I'd like there to be moments of slo-mo. What is the best method of showing the player that the game is currently in slow-motion? As in, what is the ...
0
votes
1answer
36 views

Using Similar Mechanic Names For Attributes

I am working on a pen and paper game and I am wanting to use three core attributes that everything else is based off of. These three attributes being Physique, Skill and Will. However, if you're ...
3
votes
5answers
5k views

How do I come up with the game mechanics for a puzzle game?

I want to make a puzzle game, but I don't know how to start. I have observed that each puzzle game has a core mechanic that enables opportunity for numerous puzzles. I'm not sure how to think of ...
1
vote
0answers
104 views

How to add 3D Sprite on tmx file background using Cocos-2dx?

We have been working on sample game, wherein we want to show 3D sprite on .tmx file(background). But 3D sprite is never shown up, though we tried setting tileMap->setGlobalZOrder(-1). Following is ...
0
votes
0answers
37 views

Implement Special Effects triggered at certain moments in game

In my turn based RPG/Puzzle game I planned to have different Special effects, which enemies, weapons and armory can have. So for example an enemy can have a "poison" effect, which has a certain ...
0
votes
1answer
93 views

What is the best way to manage 'state' in Phaser?

I have heard that this is not the best way to manage state in phaser var game = new Phaser.Game(800, 600, Phaser.CANVAS,'YourGameName'); game.state.add("Boot", Boot); game.state.add("Preload", ...
0
votes
1answer
117 views

is there a formula to know how many enemies i can place before jumping character?

My game is very similar to the hidden game in chromes web browser. I have a character that needs to jump over incoming enemies. Is there any way i can know when to send an incoming enemy? Some of the ...
89
votes
12answers
55k views

How to develop RPG Damage Formulas?

I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current ...
5
votes
2answers
2k views

Implementing strafe jumping

As a Defrag player, I would like to add advanced movements to my (simple) game, in particular strafe jumping. I currently have basic fps movements (WASD and free look to be clear), but how can I add ...
2
votes
2answers
556 views

How to randomly spawn obstacles for infinite runner?

I am trying to create randomly generated path properly? Think of flappy bird (its not really) but my code/algorithm is all wrong. If I make BarMax, BarMin too large, then player can cheat cos in ...
1
vote
2answers
146 views

How can i handle collision response in a voxel game?

I'm making a voxel game with cubes - like in minecraft - and I have figured out how to check wether the player is colliding with a voxel, I have just done it by checking wether the player is within a ...
0
votes
3answers
210 views

Procedural generation of stars in the background with given random seed

I want to generate stars (actually a 2d vector) in the background. The player is moving left and right endlessly. When the player moves the stars, which aren't in sight anymore, should be deleted from ...
0
votes
1answer
96 views

MMO - Boss Action Distribution

I was considering how MMO mechanics work and especially how NPC/mob decisions are calculated and distributed among players. Say for example that you have a team of 5 fighting a boss. The boss's ...
-1
votes
1answer
39 views

How to calculate coordinates of ball when collided with a wall?

I'm developing a game like bubble shooter and need to implement bounce of ball off the vertical wall. I have the following inputs: Starting position of bubble: {left: 382, right: 378} Firing angle ...
0
votes
1answer
184 views

Diagonal Movement with Pygame Rect Class

I have been using pygame and have been struggling to understand how to implement vectors and the pygame rect class to make an image move diagonally on the screen at the correct speed.I know it must be ...
1
vote
1answer
123 views

How not to show ads to paid customers when I decided to make it free?

I am planning to publish a paid game built with Unity. After a while I will update the game as free and will start showing ads. But I do not want my first paid customers to see the ads after ...
0
votes
0answers
45 views

How can L-system detect intersections between two lines [duplicate]

I'm trying to create a Procedural Road system using L-system, but I have no idea that how can I detect is there intersection between two lines in L-system, I can use a for loop to check one line ...
1
vote
0answers
36 views

Weapon index sets index values to the same

i've got a question about my unreal blueprints. I've been trying to get this right for almost a month now, but i don't know how to fix this. These are my are down below and a small video to explain my ...
7
votes
2answers
738 views

What is a game mechanic?

I am trying to understand exactly what defines a game mechanic, and whether it is the same as a gameplay mechanic. There are many different sources online that try to define this but they appear to be ...
0
votes
0answers
26 views

2d Platformer Player with set of Items [duplicate]

I need some help on what is the easiest way to implement this feature. I had created a 2d platform game. the main character has a sword. so I had some set of frames for its animation. currently I need ...
8
votes
3answers
1k views

Designing AI in a 1 on 1 battle similar to Pokemon

I am designing a game where the battle system is similar to Pokemon. That is, a 1 on 1 battle with only a few (4-6) moves to choose from. As the game is taking shape, I'm starting to think about some ...
9
votes
3answers
1k views

What's the economical design difference for a global auction house or seperate auction traders?

I'm playing The Elder Scrolls: Tamriel Unlimited and there we have local auction houses. (Thy don't have auctions, but I keep the term to not get confused in the following text.) I can see the ...
1
vote
3answers
138 views

Story game loop [closed]

I have been playing story based games such as lifeline or choice of games. I was wondering what game loop best describes what's happening logically? As when mauling over it myself in my head I am ...
4
votes
3answers
546 views

Does a basic game engine prototyping tool exist, for common game types?

There are a lot of classic game engines out there (Real Time Strategy, Turn Based, etc), of which you can find countless variations. All of them have a basic starting point which involves units, ...
0
votes
1answer
101 views

Restricting my horizontal slash attack

I've been working on making this slash attack for my character in the unity engine. The whole point to this script is to put the damage range in sync with the slashing animation. The slash is ...
4
votes
2answers
226 views

Algorithm for a smooth weather transitions in game weather system

I've been slowly learning c++ and building up a codebase intending to create a simple first person role playing game. I've coded a time management tool to track time elapsed in game, an inventory and ...