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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2
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5answers
2k views

Cocos 2D - Hold down CCMenuItem

I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move ...
0
votes
1answer
355 views

Logic behind greedy Spider game?

What will be the best algorithm or logic that can be used for game like greedy spiders. As far as I can think it is based on A* algorithm ? Where the shortest path has to be a search between the ...
2
votes
2answers
158 views

Different methods of ammo resupply

I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's ...
3
votes
4answers
1k views

What are examples of games with “minimalist” models/art assets [closed]

When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D ...
1
vote
1answer
479 views

Implementing powerups for my Breakout clone

I'm making a simple Breakout clone in Python that will have very many powerups/powerdowns (so far I came up with 26). Some will affect the paddle (paddle missile, two paddles, short paddle, etc.), ...
0
votes
1answer
445 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.
2
votes
3answers
137 views

Victory rewards in digital CCG

I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency ...
0
votes
1answer
348 views

Effectively implementing a game view using java

I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels ...
5
votes
3answers
509 views

Game programming course materials: What should it include?

I am tasked to create the course materials for a game programming class, and I’d like your opinion on what aspects and areas of game programming, such as game state management, game object storing or ...
4
votes
1answer
245 views

How should I track real-time resource generation in a client-server scenario?

I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find ...
0
votes
1answer
2k views

How can I Implement KeyListeners/ActionListeners into the JFrame?

I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. ...
7
votes
1answer
660 views

How To Approach 360 Degree Snake

I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I ...
0
votes
2answers
437 views

Calculating an experience formula

I'm having trouble working out a formula using this experience curve to get the total exp after each level. I bet its easy and im just over thinking it. maxlvl = 10; increment = 28; baseexp = 100; ...
3
votes
4answers
625 views

Alternatives to a leveling system

I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D ...
0
votes
4answers
662 views

Turn-based tile game dynamic item/skill/command script files

I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = ...
36
votes
6answers
5k views

What's a way to implement a flexible buff/debuff system?

Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." ...
1
vote
1answer
746 views

Pathfinding using nodes/waypoints without connecting them?

I've been doing some research on pathfinding lately because I want to code a game modification for a game (won't say which exactly) and what I've done is defined a huge list of 3D vectors where a ...
8
votes
4answers
1k views

Time reverse mechanism in games

I am wondering about how time manipulation mechanisms in games are typically designed. I am particularly interested in time reversing (sort of like in the latest SSX or Prince of Persia). The game ...
0
votes
1answer
444 views

Specific Physics Lessons and Reference for Game Development

What "Physics stuffs" should I learn in game developments? I'm reading about Verlet Integration, and I'm wondering what other lesson should I learn and if there are available resources can you please ...
0
votes
3answers
607 views

Feasible 4D first person gameplay [closed]

I put together a quick demo of a 4d first person environment last night in XNA. It uses 3d cross-sectioning instead of projection. (Use A and O to move in and out from 0 to 1 in the W axis.) In my ...
6
votes
2answers
690 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 ...
0
votes
0answers
96 views

Designing 1 on 1 battle: improving on Pokemon's model [duplicate]

Possible Duplicate: Designing AI in a 1 on 1 battle similar to Pokemon I am developing an android game that uses a similar battle style to Pokemon. Essentially you are going 1 on 1 against ...
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 ...
11
votes
6answers
506 views

How do I fairly distribute resources among factories when resources are near exhausted?

The main resource in my game is mass, stored as a floating point number that changes over time. Resource nodes increase mass and factories drain it. For example, if I have a resource node yielding 5 ...
3
votes
1answer
91 views

How to accurately score moving averages (indepenent of sampling window)

I'm developing a puzzle game, and coming up with a little trouble how to accurately create the 'score' for a particular player's solution. In this game a player creates a machine which generates ...
7
votes
2answers
4k views

Word list for use in commercial game

I need a word list to use in a commercial game (even though the game will be free to download) Something like this http://www.puzzlers.org/pub/wordlists/ospd.txt Would be perfect (needs to be ...
4
votes
3answers
1k views

Bubble shooter falling algorithm

To complete this question about the same color search algorithm, I would like to know if someone knows which is the best implementation for making other bubbles fall when they are no longer attached. ...
0
votes
1answer
132 views

How do I implement a racing clock that shows elapsed time?

I'm wanting to make a old school timer like the picture below. How would I go about doing this in VD? I have tried it doing it with code bellow. The problem with this is that it starts with just ...
6
votes
3answers
342 views

What's an appropriate difficulty scale for weapon efficacy vs difficulty to obtain?

I'm writing up a design document for a voxel based adventure game, similar to minecraft, but fixing a lot of fundamentally broken game mechanics, or at least updating those mechanics to be more suited ...
0
votes
2answers
238 views

Games with rubbing/scratching as interaction?

I'm brainstorming a game aimed for touchscreen. Its primary interaction involves a lot of rubbing and scratching with the finger to the on screen objects, sort of like Fruit Ninja, but a bit more work ...
-1
votes
1answer
457 views

Adding cards to a vector for computer card game

I am writing a Card game that has a deck size of 30 cards, where each card has to be a unique object, stored in a vector. Right now, my plan is to add them to a vector one at a time, with four ...
-4
votes
2answers
554 views

Programming real time combat [closed]

I am programming a lot of turn based game, all text, but how do you program real time combat in games, like an rts, or a shooter, where everything is not input based
4
votes
2answers
2k views

How to make a scrolling background

I'm making a Shooter game like "1943" and "Jamestown". I am Using Visual Basic 2010. I was wondering how I would make the background scroll up to simulate moving forward. I would also like it to ...
9
votes
3answers
493 views

How to add a sound that an enemy AI can hear?

Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at ...
21
votes
15answers
2k views

How to discourage micromanagement in strategy games?

When designing a strategy game (or one in a similar genre), how do you avoid having your players focus almost entirely on micromanagement? What should be done and what avoided in gameplay mechanics?
9
votes
2answers
1k views

Bomberman clone, how to do bombs?

I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and ...
1
vote
2answers
358 views

improve Collision detection memory usage (blocks with bullets)

i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% ...
11
votes
1answer
1k views

How to Simulate Height in a Tiled Top-Down Game

How can I simulate height in a top-down tiled 2D game? One way I thought was to make tiles which are supposed to be higher brighter, but I was wondering if there was a standard or better ...
3
votes
1answer
593 views

Open trading card game rulesets?

Got pitched a project where we need to make a trading card game to promote a clients project. I don't have any brilliant ideas for rules, but was pondering if any "open-source" rulesets existed, or if ...
2
votes
3answers
1k views

need to create formulas for stat, level progression etc. What tools will help the not-mathematically-literate?

I want to create some of the fundamental guideline formulas for a game I am working on. I am following on from sirlin's advice in that I am starting with some assumptions and working back from there. ...
1
vote
1answer
961 views

Lag compensation of projectile shooting game

I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server ...
8
votes
3answers
446 views

Intellectual rights to game concepts

For a client I might be making a small puzzle game about getting a item out of a puzzle. The concept will strongly resemble this game : ...
2
votes
3answers
222 views

Are there games already including detailed psychological/social modeling?

I have this project that have been running in my head for some time, and was surprised to realized I have never seen it in an existing video game. So I thought I might be wrong. Most of current video ...
0
votes
1answer
208 views

Is this feature copyright infringment? [closed]

Say there is a card game and they have a feature that allows setting join requirement when hosting a game. These are: Only people I like, No one I Dislike, Invite Only, Everyone. If I created a card ...
11
votes
5answers
3k views

How do they made Pokémon games so flawlessly balanced?

I find it hard to believe how well balanced the Pokémon games are. Not just within the games, where you'll find amazing balance from the very beginning to the very end, but, surprisingly, even when ...
6
votes
2answers
2k views

Bubble shooter search alghoritm

So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new ...
2
votes
1answer
681 views

Building different game objects (EG Spells, Items,) for an rpg game

I believe the best way to manage item data would be to use xml? For spells would the best option be to create a class (EG Fireball) and define all of the parameters inside of that class? Like ...
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 ...
5
votes
3answers
4k views

Moving from A(x,y) to B(x1,y1) with constant speed?

I currently have something like: float deltaX = point0.getX() - point1.getX(); float deltaY = point0.getY() - point1.getY(); And every 0.01 seconds I refresh my objects position like this: ...
0
votes
1answer
278 views

Resizing a dynamically resizable widget with a fixed aspect ratio?

I've been trying to figure this out for hours. It is a bit tricky to explain but I'll try to explain it. I'm making a game where I have a Window with 3 panels in it. The 3 panels must always be ...