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34

I initialize my services in my main application class and then pass them as pointers to whatever needs to use them either through the constructors or functions. This is useful for two reasons. One, the order of initialization and cleanup is simple and clear. There is no way to accidentally initialize one service somewhere else like you can with a ...


18

It certainly depends on the type of game, and as always, there are no foolproof ways to increase difficulty, but in my experience, I have found that making difficult games/levels is much, much more difficult than making easy games/levels. Some reasons that come to mind are: It is very easy to cross the line between difficult and plain impossible. I really ...


16

Some suggestions to bring more cards into the game: When a player wins a match, reward them with two cards: One from the losers deck and one newly created one. You might also consider giving a generated card to the loser to compensate for the loss, otherwise they would progress backwards, which is a real motivation breaker. Reward players for playing by ...


12

I won't discuss about the evilness behind singletons because Internet can do that better than me. In my games I use the Service Locator pattern to avoid having tons of Singletons/Managers. The concept is pretty simple. You only have one Singleton that acts like the only interface to reach what you used to use as Singleton. Instead of having several ...


10

Your assumption that question difficulty is subjective and is itself a hard question is absolutely correct! From a professional assessment standpoint it's a known issue, and while there are techniques to assist, it is best considered "an ongoing process" that requires testing and adjustment - like trying to figure out what just the right amount of salt to ...


8

Reading all these answers, comments and articles pointed out, especially these two brilliant articles, http://gameprogrammingpatterns.com/singleton.html http://gameprogrammingpatterns.com/service-locator.html eventually, I have come to the following conclusion, which is kind of an answer to my own question. The best approach is not to be lazy and pass ...


5

This is my first post on this stack, so bear with me! This is just my simple opinion. Hidden I am a huge believer in hiding certain mechanics in a game. This is mainly to add some mystery to the game where I--as the developer--am not showing my entire hand to the player. When I say hand, I'm referring to the game of poker. It's me against you, you ...


4

The "difficulty" of a question is certainly hard to classify. There is a large amount of subjectivity to the issue -- for example, a question about mathematics will likely seem harder to a person with no mathematics background in their education. You can't classify the "difficultly" of questions in general with an algorithm; you'll have to do it yourself. ...


4

Both of those pieces of code appear to pick a random location (xx,yy in the first example and x,y in the second), then try to change grass to something else near that location. There are lots of other algorithms, although most are more complicated than the ones you posted. I can't answer whether they're over your head; I don't know what's in your head ;-) ...


4

The very first thing you need to determine is what is your target audience. Your target audience will help you determine the range of what is considered common versus uncommon type questions. The broader the audience, the more generalized common becomes because the questions will have to span larger age groups of where educational boundaries vary ...


3

Platformer difficulty is about perfect timing of player actions. I would use 3 main approaches: Playtesting Let you level be played by players and adjust the difficulty appropriately. Simulating That will work for simple levels and parts of levels. Make a simulation with all the moves required to pass the level part and see how much they are allowed to ...


3

It isn't uncommon for parts of a code base to be considered cornerstone objects or a foundation class, but that doesn't justify it's life cycle to be dictated as a Singleton. Programmers often rely on the Singleton pattern as a means of convenience and pure laziness rather than taking the alternate approach and being a tad more verbose and imposing object ...


3

Are you randomly creating waves, or would they be set. If the enemy waves were set, I would suggest figuring out what enemies are worth what points, and if there is a diffuculty, figure out what the modifier in points would be. Once you have your set waves with enemies of set points, total up the points, and make each star be an even portion of the total. ...


3

There has been a lot of suggestions in terms of powerups, time decay and ETC. My opinion is a mixture of all of these elements to form a living breathing world that can be both cheap and expensive for development depending on the level of complexity and scale. However, there has been too much emphasis on going backwards. It's not just about going back, but ...


2

Two approaches I think help were used in 1996's Duke Nukem 3D. Provide multiple routes to get to a key location. In the first level of the shareware episode, you need to get into the projection room of the cinema to get the red keycard. You can get there either by going up the stairs from a door in the lobby, or by going through the air vent in the ...


2

Hexagons as a grid type are not uncommon in games, particularly games involving tactical elements. In a 4-way movement scheme, in order to move diagonally you have to expend two moves. In a 8-way movement scheme, you either have to make the diagonal moves have a cost of two, one, or a fractional sqrt(2) cost in resources. Hexagonal grids allow movement ...


2

There are several techniques that can help improve player experience. Rule 1 - Inaccessible areas: Make it impossible for the player to explore all of the area first time round. If backtracking is an intentional part of the game, making sub-areas of a location inaccessible first time round is an excellent way to stretch out the interest in the area. When ...


1

This may not be exactly on-topic, but I want to add my two cents about the global experience on high difficulty : Please give a focus on player frustration. When I'm confronting a very difficult level that requires lot of deaths/replays, any tiny thing can make the player rage, especially if he can't focus on the difficult passage. More precisely: how far ...


1

Rule 1: Do not use random behavior in traps and enemies. This is why Roguelikes could be problematic if they are not fine tuned as randomness could create massive difficulty spikes if not handled correctly. The point is only making the game hard to beat; this may sound obvious but you also need to convey to the player what challenge they are facing and why ...


1

Questions I agree with the others that this since this is a trivia game, the "heart" of your game is the questions, and this is where a considerable amount of time should be spent. I would recommend starting with a list of metrics on which to "Grade" each question: Topic Sub Topic Geographic Uniqueness Percent Correct Female Percent Correct Male Percent ...


1

Is your game online? Then you could use a crowdsourcing approach. Just check how many players answer a question correctly and rate the questions accordingly. This can be made completely automatic. A simple solution would be to have every question start with a score of 0. When a player answers it correctly, you subtract 1 from the score. When a player ...


1

Actually there's a simple formula for it but its based on how many people on average would get the right answer in a population. difficulty = correct - wrong where correct is the number of people that got it right and wrong is the number of poeple that didn't when asked to a large group of people. The real question is ... how do you figure out how many ...


1

I like shroeder answer. It's very logical. There could be a lot more to the scoring system as well. When should you score? I would score when you kill a enemy from the wave. You could even fill the stars as they reach the score needed to fill X% of the star. It would be a good way for them to see before all of the bonuses are added at the end (if ...


1

The error indicates that if you are using textures that are not powers of 2 (128x128, 256x256, etc), that you must set the SamplerState parameter of SpriteBatch.Begin to SamplerState.LinearClamp instead of SamplerState.LinearWrap. Judging from your code it looks like Grass and Stone are powers of 2, but the Person is not. To fix the problem you'll need to ...


1

Singleton is a famous pattern, but it's good to know the purposes it serves, and its pros and cons. It really makes sense if there is no relationship at all. If you can handle your component with a totally different object (no strong dependency) and expect having the same behavior, the singleton may be a good choice. On the other hand, if you need a small ...


1

Long story short you have several free options to let kids make games. My favorites are: Scratch: Everything is made using logic blocks. Perfect your young kids. They can do simple things easily. Algoid: Perfect for kids wanting to really "code". Easier than usual engine / langage. Adapted for teenagers. First of all that's a great initiative. I was ...


1

You don't necessarily have to change the rooms themselves if you can change what objects are in the room when the player backtracks. As a quick example, one of the lairs in Neverwinter Online has a room that's basically empty (although it has two locked doors). As you advance through the lair, you encounter a boss that drops a key, and the door behind the ...


1

If you want the game to cater to specific audience, you need to know what the audience is looking to get out of the game. I always refer to this article when planning out content and game interface ( http://mud.co.uk/richard/hcds.htm ) The FPS gamers, on average, do not care about the exact numbers for their armor, health, damage etc. They will most likely ...


1

I'm a big believer in simplicity. If you're trying to determine a starting value or even a max value of something like player lives, turns and so forth. Then this is where statistics and research come into play. Simply testing the game with players, analyzing the results and comparing it to similar games can help you find the sweet spot for anything. There ...


1

For solvable puzzles, it's often easy to just play the game in reverse, starting from a solved state and un-making moves either planned or at random (or in an editor.) Sokoban fits this approach very well, and will be much easier to implement than an exclude-and-solve strategy.



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