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24

As you've noted, when you're working on game mechanics, speed of iteration is critical. The longer the time between thinking of a modification and being able to test with that modification, the less productive you'll be, and the more distracted you'll become. As a result, you definitely want to be managing your iteration time. For me, I find that my ...


12

To prototype well, reduce the cost of testing ideas. My workflow is tuned for small games, but I've found these things helpful: Prototype-friendly tech I've found it helpful to use a dynamic programming language and framework, such as Lua (LÖVE is nice for 2D), JavaScript or Lisp/Scheme where getting the program to do something requires minimal ...


7

The minmax tree method You basically have the AI simulate every possible move it can make and every possible response by the other players for several turns in advance, and then pick the path which is most beneficial to it. The advantages of this method is that it can usually deal very well with any changes to the gameplay because it only looks at the ...


7

As a developer focusing mostly on prototyping, here's a bit of advice from my experience. Use an engine that allows you to make changes FAST. This includes things like "Not waiting for compilation", but also "changing things at runtime", "ease of debugging", "availability of test assets" etc. I personally love Unity3D, but it's not the best tool out there. ...


4

This is probably the solution for most of the clicking sounds from OpenAL-Soft library. Might be too late after more than year for the person who posted the question but might be useful for others who end up here through Google. I had the same problem of hearing clicks at the end of loops so I tried to figure out where it is coming from. While trying ...


3

Why not this way? Much easier? damagePerSecond = averageDamage * fireRatePerSecond * accuracy Example: damagePerSecond = 140 * 10 * 0.09


2

One can split game development between these four phases: prototyping gameplay refinement development performance refinement Gameplay exploration I believe happens mostly on the prototyping phase and these are some advice I try to follow: Begin designing with a paper prototype. After you have a clear idea of what the game could be, start coding it so ...


2

I agree with Trevor Powell's answer that speed of iteration is critical for you to stay in the creative mood instead of just polishing. A big source of inspiration for me is Bret Victor's talk, "Inventing on Principle". Unfortunately, it's hard to find real tools at that level. I tried to build one myself for Python development that let's me run my Python ...


1

(You have not specified a programming language or graphics API) C# (some variable and method names are made-up, but are named to indicate their purpose) public class Market { ... //Existing stuff public int GetScore(Player player) { int score = 0; //0 == "better than doing nothing" if (this.Factor1.Helps(player)) score++; //there is ...


1

Your question asks: What are the key differences between something having real game dynamics and simply being a superficial gamification layer? When designed and implemented correctly, Gamification does include real game dynamics: There is a strong focus on rewards, but those rewards must fall within a balanced system. There must be engagement. ...



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