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
275 views

Traffic estimation for a multiplayer flash game

hey, i want to know if my rough traffic estimations are right, it would be for a pretty simple realtime flashgame in the style of haxball (but not as a soccer game) heres a video of it ...
10
votes
4answers
932 views

Game mechanics patterns database? [closed]

Do you know http://tvtropes.org ? It's a kind of wiki/database with scenaristic tropes, patterns that you can find in tones of stories, in tv shows, games, books, etc. Each trope/pattern have a ...
8
votes
5answers
451 views

Building (simple) stellar systems

I'm currently looking at how to easily simulate some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game ...
10
votes
6answers
3k views

How do I ensure an appropriate payout ratio for a slot machine?

I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to ...
2
votes
5answers
1k views

Are there any good html 5 mmo design tutorials? [closed]

Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg ...
1
vote
1answer
616 views

Tetris Movement - Implementation

I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the ...
6
votes
3answers
500 views

Building an instance system

I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, with its instances (dungeons/raids/etc). ...
7
votes
5answers
1k views

Turn-Based RPG Battle Instance Layout For Larger Groups

What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: The player ...
17
votes
5answers
1k 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 ...
3
votes
6answers
2k views

Character Stats and Power

I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For ...
3
votes
4answers
432 views

Time/duration handling in strategic game

I'm considering developing a space opera game, having already done some game design. Technically, though, I'm coming from a business applications background. Hence I don't really know how I should ...
19
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, ...
7
votes
4answers
602 views

Recursive dungeon maps as represented by an elastic 2d array

I came up with a method for recursively generating simple dungeon maps by starting with one room and recursively connecting new adjacent rooms randomly to it. Maps are represented as two dimensional ...
6
votes
5answers
3k views

How to implement zombie AI?

We need to make a zombie videogame for a semester project and I was wondering about what are considered nice algorithms/techniques for implementing zombie AI that don't take too long to implement. ...
-2
votes
8answers
858 views

Where is a good place to learn how to develop games? [closed]

I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't ...
2
votes
1answer
255 views

Where can I find a list of gameplays?

Long ago I found a website with a huge list of different gameplays; around 250 or so. I wanted to go back but right now I cannot find it (I've already spent some time on Google, believe me). The site ...
2
votes
1answer
189 views

Counting point for a recursive domino-like game: Carcassone

I have to build a 2D version of this game: http://en.wikipedia.org/wiki/Carcassonne_(board_game) counting scores for Towns and Roads seems easy enough (but I'm not sure), but for Lands I feel I ...
19
votes
4answers
4k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
5
votes
1answer
1k views

Successful Elements to a 4X Game

4X games (That is, Xpand, Xplore, Xploit and Xterminate) like Civilization, Sins of a Solar Empire, and other top Strategy games, all seem to have the same addictive hook. I'd like to know what ...
1
vote
3answers
625 views

Is there an approach in creating an AI Framework?

I am creating a board game using Actionscript 3.0. I've finished it to the point of the game playable with (computer players making random decision). I'm now working to create an AI framework/module ( ...
6
votes
4answers
716 views

Developing interesting game mechanics when not an avid gamer

I've realized that though I like playing videogames, I find it much more entertaining to actually make them. This makes me wonder, if I'm planning to develop an [X]* game, do I need to be an avid [X] ...
2
votes
2answers
195 views

Can't figure get the conversion from cartesian to spherical(“polar”) correctly for my orbiting camera

The two angles from the polar coordinate system are defined as hRotation and vRotation This is how they are converted from polar to cartesian: // Get the distance between the object and the ...
4
votes
5answers
1k views

How should I plan RPG battle mechanics?

I'm working on two RPG battle mechanic ideas. I haven't chosen a game engine yet. Before starting to write code, how should I plan their details? Should I draw and write on paper? Should I write a ...
0
votes
3answers
470 views

Is there a leveling guide somewhere?

I am designing a simple game and am looking for some help designing different level/ranks. For instance, starting from "Novice" to "Intermediate" to "Master". Is there are repository somewhere that ...
26
votes
20answers
2k views

Are there many games involving the manipulation of water?

I'm in the very, very early brainstorming stages of a game which centers around the manipulation of water and the terrain around it. (i.e., changing the water's state between solid, liquid, gas; ...
9
votes
6answers
662 views

Designing rules to fight smallpox in Civ-style TBS games

TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a ...
3
votes
1answer
1k views

Mental Image of the engine behind an RTS like SimCity/Settlers, what is it?

Disclaimer: I'm first a programmer and then an RTS gamer. This means I'm a complete and utter newb in terms of patterns, best practices and glossary of technical terms on the game dev world. Since I ...
14
votes
2answers
1k views

Elevation model for hexagonal game grids

TL;DR: Where should elevation be anchored on a civ-style hexagonal grid? Center, side or vertex? (Or more complex?) Question proper: Consider for a moment a classic game we all know and love ...
31
votes
7answers
12k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
1
vote
1answer
663 views

Game Programming [closed]

Are there any major/fundamental concepts that one should know about game programming versus control driven programming? Game Programming is event based? with a timer? An outer-infinite loop? I come ...
-2
votes
5answers
844 views

Where can I find “magic numbers” for classic game play mechanics? [closed]

I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the ...
11
votes
6answers
656 views

Persistent Browser Based Game: To Captcha or not to Captcha?

I've been working (off-and-on) on a pbbg that's pretty old school. If you've ever played Carnage Blender then you get the idea. If not, it's a simple idea that's been done a lot: A player is ...
4
votes
2answers
1k views

A good place to learn about Game Programming with Mathematical Vectors?

I am looking for a place in the web where I can turn my current game development process into a vector based approach. I am sorry If this question has been asked once. According to my google search ...
7
votes
2answers
977 views

Level Implementation

I recently started to create a sidescroller game, for learning purposes. While creating several levels for it, i stumbled upon the question, how to implement these levels into my game. I made (and i ...
4
votes
3answers
364 views

Good examples of 'transferable game logic' across genres?

Do any of you have any good examples from two or more games that share some of the same game logic, but are of entirely different genres? Could very well be one of your own games. Take Warcraft 3 and ...
10
votes
5answers
1k views

Balancing game difficulty against player progression

It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or ...
19
votes
4answers
7k views

A list of game mechanics

I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like ...