Tag Info

New answers tagged

0

The mere act of writing a spec will clarify, illuminate, and "make better" an idea. The first person you are attempting to communicate your idea to is yourself. "Putting it down" is the first step. A designer who thinks "it's all in my head" is only fooling themselves. Start writing it down and s/he will find out exactly how much they were fooling ...


0

Welcome to gamedev.stackexchange! Background research: I feel that some of your curiosity such as #4 could/should be answered with your own personal research and playtime. With that said, most of your question seem to be revolving around using generators and chance. There has been a lot of research and experimentation into this by game designers, and for a ...


1

It depends on how the rest of your game runs. Either use ticks or time, but choose one and use it everywhere. I prefer using ticks, and setting a max framerate. If the game slows down, so be it. I don't want any quantum tunneling to happen. It's simpler, and i like it. But you could use delta time, and get different framerates with the same game speed. ...


1

If your game logic is going to be tick based you do not change the tick rate. Fixed tick-based logic update is useful when you need to easily insure game physic & logic is 100% reproducible as delta-time updates will cause different rounding errors depending on the time elapsed. You can still use delta-times with tick-based updates for calculating the ...


0

Anything that can affect the fundamental outcome of the game in this manner should be based on delta times. Delta time ensures that the correct amount of actual time is perceived by the game logic, usually delta time is handled in ms.


8

The oldest reference to "convexity" I could find was a paper that cited S. Rabin's "Introduction to Game Development" concept A branching narrative where multiple paths through a game converge. My words, not his. Rabin's actual words are: "[player choices] gradually narrow back down again to a few, or single action the player must accomplish" ...


8

Convexity is what makes a player feel freedom of choice, while being steered down a predetermined path. For example, take any game in the mass effect series. You usually get a lot of different choices in conversations, even allowing you to choose if someone should live or die. If the person you killed in the conversation was supposed to do something ...


1

I would use some sort of points system assigned during the race. So each time a player crashes in the corner - add a point to "steering upgrade suggestion", each time he looses a race add a point to "engine upgrade", brakes for prolonged periods and misses an apex - "better brakes", gets overcome by an opponent in a straight line - "booster" and "engine" ...


0

You can try adding impulse type force in random direction right after they are instantiated.(I'm assuming they are rigidbodies)


1

It might be worth a shot to create a particle system that solves your problem. I believe there is a collider box that could be used to re-collect the coin after they shot out


4

Unity has a great Random property called UnityEngine.Random.insideUnitCircle that will pick a random vector inside the unit circle. It great to assign both position around the spawn point and a random direction they can go in. An example of a basic trajectory code: void Start() { trajectory = UnityEngine.Random.insideUnitCircle * velocity; } void ...


0

I would add a bool for isCollected; so if(isCollected) token++ you want the coin to be inside a empty gameobject so when you go to animate it you are animating the child so it doesn't move all the coins to the position of where you created the first.


-2

I would recommend using HaxeFlixel for the programming part. You have a control over almost anything in the game because it relies on it's programming(but you need to know programming in Haxe (Although it's not very difficult)). You can build an entire system from that, if that's what you're searching for.


0

A great place to start is from this book, but I'll go over the basics. This list is built on the basis that C++ is the language you would be using and you're developing a desktop game. Games rely on maths, so you need a good maths library. A good place to look is at glm. You also need some way of displaying an output to a screen. You need a some way to get ...


0

The setBounds() method comes from the Actor class, which the Table class subclasses. It is usually used for stuff like collision detection, but not setting the size of your actors. In your case, you can go as simple as calling table.setFillParent(true); to have your table fill up the entire space in its parent (btw, are you adding it to a stage or ...


2

I would recommend having both. Entity/Component Graph This defines which entities are attached to which components. In my engine, there is no such thing as an "entity", but any component can have child components. This graph is not used to draw or update components, but is only used for logical queries and events that are supposed to effect component ...


0

The perception of audio quality usually is a plus or minus to overall game quality perceived. Generally most good audio is not spotted by the user, but their perception of game quality is increased. Also consider that music themes and characterized sound effects are quickly recognized and can quickly become a symbol for a game. Music is a very strong IP ...


2

Unity3D is a good candidate with WebGL support coming soon in version 5. S,o no plugin in the browser is required. You also can program it in JavaScript. Info about it here


0

This is a somewhat broad topic as the problem is not how to fix something but more akin to planning ahead to use the "best" structure and avoid potential problems in the future. And thus, depending on your requirements and complexity you are aiming for this may be entirely a non issue. That being said, I have a 2 suggestions: Composition over inheritance ...


0

An effective but complex method would create states for every object. These states would be along the lines of Active, InActive,and Remove. Active = Update/Render Alongside all other 'objects' with this state. InActive = Don't Render or Update at all, this must be activated before anything happens with it. Remove = This means for whatever reason, the ...


3

Many online games actively encourage players to trade among each other. When you allow trading, you can't stop people from trading unfavorable (like "selling" valuable items for free to a good friend). Discouraging gifts to weaker players When you have a game where items are an important factor of how powerful characters are, these can make the game far ...


1

One mans trash, is another mans treasure. The simple answer is, if you allow trading, this will happen on many different levels whether you want it to or not. Over the years I've come to accept it in my little browser game. The only thing I have done, is a simple IP lock for buying/selling things on the marketplace. Same IP? Can't buy. This presents its own ...


0

Inflation is really the difference between growth of an economy and growth of a money supply. If your economy grows and you dont print any more currency, your economy will deflate. The opposite is true for inflation. Zero inflation occurs when your printing of currency matches your economic growth. So as player skill level increases, or population increases, ...


1

The main reason for hyperinflation in online games is when players have more money than they can reasonably spend on NPC items. The result is that the only thing to do with their wealth is to buy rare items from other players. When everyone is in that situation, the prices for rare items will skyrocket because too many players with too much disposable income ...


1

I am not confident that there is a good answer to this question without a lot more detail. It is true that by watching the income and sinks of the currency supply you can track overall currency in circulation, but that is not strictly the same as inflation. They may be (and usually are) related, but there's a lot of other factors that go into it. All you can ...



Top 50 recent answers are included