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11

There are many factors that can differ between weapons. In your case, with guns and and sci-fi elements, here are a few possibilities: Area of effect. A grenade launcher, flamethrower, or machine gun can threaten multiple opponents. This isn't a good thing in enclosed spaces or where friendlies are crowded in with enemies, of course. Strength required. ...


3

Based on the initial complaints you mentioned, about a lack of variance and your subsequent assumption that a slider takes care of the variance you think would work, I've just got a few things to suggest that might help, without being able to draw on a thesis of game design which really wouldnt apply here and tbh sounds like a bunch of unnessesary chaff. ...


3

Using your own analogy: Why did people make COBOL? Why did people make C++ if C was around? Why did they make PHP? Why did they make Python? Ignoring the fact that some of those implementations are written in C themselves, this is the same thing. Some people want to make their own languages for new purposes and to do that you need to start with the ...


2

Strict has the advantage of being easy to understand, every player can easy calculate how much damage his attack will do. Be warned through that this creates a situation in where the higher someone's defense the more they gain from a higher defense level (if you have 0 defense the other attack with 100 and you have 1000 hit points it takes 10 hits to take ...


2

The solution can be pretty simple - just add a field or flag and dont release until n bullets of your burst have been fired. in weapon: int burst = 0; when hadling event: void onFireButtonPress() { //previously simple fire(); burst = burst > 0 ? BULLETS_PER_BURST : burst; //or some other behavoiur like burst += 3 etc. } in game loop: ...


2

As in many of these things, there is very little formal research as far as I know, most of them comes from the Gamification community. On this course lecture 7.1, they discuss monetization in games. Here is an screenshot with relevant information, in case you don't want to check the video. So there are some guidelines but they are mainly "opinion-based", ...


2

If it's simple enough that you can do so, You should play it out on paper. Even if it's complicated, with multiple distances, stances, cover, hit locations, what-have-you, you should see if there are any obvious pitfalls, and doing it with pen and paper is probably the fastest way. Run a combat scenario with your battle idea and see how it goes. Sure, ...


2

Usually, the reason that consoles perform better than PCs with equivalent hardware is that the hardware available on a given console is well-defined, and it is possible for programmers to make optimizations that are not possible for PC games, which need to run on a wide range of hardware configurations. AMD's Mantle API for PC boasts the ability to make ...


2

The problems i have run into is i can't move the WorldEvent,WorldListener, or World classes into a separate package under the moniker World.my.game because of the static reference. Don't make the listener inside the World object static. A static class member means the object is shared across all instances of the type (all instances of World in this ...


2

I can speak only for my self, but I implement my engine for sake of implementing it. It is fun for me. Plus the time spent learning an engine is roughly equal to implementing it yourself. It also gives you absolute control over the engine and you can specialize it for your task more easily (you would have to read pretty much everything about an engine, read ...


1

One of the best resources for mechanical design is pen and paper. Everything that happens on a computer happens one step at a time, which means you can prototype just about any part of your game using paper. As for what's best (you mentioned jump height), it's really a question of what's best for your game, so the best way to figure it out is to play with ...


1

I am not aware of any social studies about this. But good rule for happy player is do not force them to do what they dont want to. As for tutorial type help, many games have a checkbox "stop showing tutorial tips" or something similar on the popup window, and option in game menu to re-enable it later. In Trine there was also an option to show puzzle hints ...


1

I like exploring what the controls are without the game taking me by the hand for the first twenty minutes. Take your average (gamer) person and put them in front of a computer to play your game. Do they get stuck somewhere because of a lack of knowledge concerning controls? Then place a hint regarding that there.


1

cf. What is the point in designing your own car (e.g. to take part in an F1 race) if there are existing car manufacturers who will sell you cars that already work? I looked over some other answers here and in the proposed dupe questions and one point not really being championed is that creating your own system affords you more technical (and, as a ...


1

Sometimes for compactness a self-made engine ( Despite thousands of lines of code ) can be more compact than a pre-made engine due to the fact that unused features can be removed. Also keep in mind that if you write your own engine from scratch, you'll know all the ins and outs of it. If you ever want to add a feature or change something, you can! Some ...


1

Rather then simply considering the mathematical differences among these formulae, I believe the genre of the game itself plays an important role concerning this issue. Here is something that pops up in my mind: Arcade fighting different parts of the body may have different "on damage" modifier skills/combos are the sources of the most obvious difference ...


1

I just want to reinforce the idea of allowing certain skills to work just on an specific weapon type. For instance take Vagrant Story and its Break Arts. Break Arts are skills which are tied to each specific weapon type (swords, daggers, axes, etc.), and are obtained as you use any weapon of that type. That way, Break Arts also play a role while deciding ...


1

I would mention a few specific games (such as Stonehearth, which is where most of the Qubicle character images come from) but there are a ton of games, art (e.g. on DeviantArt), demos, movies, etc that use different styles. Hence, I suggest an image search. Search for voxel characters, blocky characters, and "qubicle" characters. (Yes, put "qubicle" in ...


1

I usually write systems for pen-and-paper RPGs, so bear that in mind when reading this. The Feel First, I look at what kind of experience I want to create. Is there something I want to emulate? What sort of pace to I want to keep? How punishing should mistakes be? Should a lot of it be up to luck? You don't need (or want?) hard numbers here, but an ...


1

Fluidity/Hydroventure is a platform game for the Wii (and later - the 3DS) co-developed by Nintendo. You control a small body of water and move around by rotating the stage via the controller, to collect more water and manipulate the environment.


1

Ah! I missed the obvious reason for the odd behavior while first looking at your code (I think). Essentially, there are three potential problems here: First: Missing Updates Each and every iteration you'll update your game logic only once (or not at all). In a similar way, you draw your screen (or skip drawing). However, this causes one problem: Let's ...


1

The difficulty of an endless runner is dependent on a few things, first of all the size of the obstacles and different types of obstacles, typically it's best to just hardcode when different obstacles can appear and use a formula for sizes (especially when you can only use a given dodge ability for a certain amount of time). A good formula for the size of ...


1

There is nothing wrong with moving multiple pixels per frame. In fact, that's typical of most games. Even 2D games often store the character's position using floats, typically in a different space (world space), and then translate that to view space and then to pixels before rendering. The main problem you might run into is that is the character moves ...


1

I've never seen physical fatigue be an issue for tablets (unlike the Wii and especially Kinect). I think many other considerations will kick in much sooner than physical fatigue, including attention span (which for mobile players seems to be way shorter than console), battery life (games tend to burn through the battery very quickly) and even how hot the ...


1

The only thing remotely similar to what you ask that I have found is the paper Examining User Preferences in Interacting with Touchscreen Devices (which, sadly, seems to be offline). Personally I am surprised for the lack of research on the topic, which seems quite important for this big industry. Beyond that, my anecdotal evidence from personal experience: ...


1

Yes this is a real consideration (or rather something similar along these lines) but no I'm not aware of any specific resources that provide guidelines. Do players become fatigued faster I've never thought about mobile UI in terms of fatigue. Now that I am, this is possibly true, but fatigue is far from the most important UI problem. or are unable ...


1

I feel this question is more marketing related instead dev. You seem to have figured out a nice setup but are lacking players. get your community growing, and dont allow games with to few people i guess.



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