New answers tagged

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The best way to do this would be to randomly pick a tile, and just do checks for the other tiles needed to place the monster. If the monster can't fit being placed in the tile given, then loop until a spot is found where it can fit. int[,] monsterA = [[1,1] [0,1]] int[,] level = [[0,0,0] [0,0,0] [0,0,0]] ...


1

I have found one system that could work well. I'd like to contribute some of it to Nicol Bolas which made me think of this while reading his answer. The main difference here from what I've been thinking earlier is the realization that every input-slot doesn't need to be filled in. This "negative input space" as I like to call it adds to the number of ...


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You're going in the wrong direction in my opinion. You want to have locks, wich can't be bruteforced. Making it like that makes the people angry and makes the feel of the game go away. Ypu should make locks, wich no one wants to bruteforce. If someone sees a lock with 7 levers, and 7 symbols in each of them, he either rage quits or checks the answer on the ...


1

Generally speaking, you don't. What you're talking about is a general kind of puzzle that I would describe as a "combination lock". There's some interface for the user to enter a combination, but the number of entries is too vast to brute-force for the user. So instead, the user actually solves the clues needed to solve the puzzle. Myst and its ilk thrive ...


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If it's the allocation of the Vector3 you're worried about you might consider keeping an instance as a private member of the class and re-use that; private final Vector3 v3 = new Vector3(); public void yourMethod() { if(cam.frustum.pointInFrustum(v3.set((float)posX, (float)posY, 0))) { } } Another way, if you have many of these instances you could ...


4

If I understand correctly, the player needs to 'program' a course through a level. The program will be executed once the player has plotted the entire course (basically the solution to the level). My solution would be to make a 'wait' command that is context sensitive. Having the player guess the time seems not what you want, since they would end up ...


0

I suggest to check this project, Shade. There is real-time lighting and moving shadows, I think could be useful for you


3

Quite honestly, I think you actually are over-thinking this. It's good to have a well thought-out design, but it's important not to get too hung up on the small details at an early stage. That being said, I think there is a fourth option here that might help you a bit: As opposed to filling in all hexagons that can be moved to, you can draw an outline ...


2

Depends how you want the game to work. Guaranteed capture: The enemy accelerates so only perfect timing, and luck of more power ups, or bonuses can get you further. This can severely diminish replay value. Pure obstetrical avoidance (Probably won't work for this game): The enemy remains at a constant distance behind the player. When the player hits an ...


3

You need not create explicit game mechanics for this. Indeed, doing so can lead to the player hating your game rather than your character. A safer course is this one: simply design your game as normal. But every time you throw a new curve at the player, assign the blame for it to the badguy. Portal provides many examples: Due to mandatory scheduled ...


1

General writing tips for how to make a character unlikable are more for Writers SE (If you decide to post there, make sure your question is not too broad). But because you posted this on game development stackexchange, I will try to focus on those methods which are unique to games and do not apply to any other medium. A good way to make a player hate a ...


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tl:dr; Read the first and very last paragraph With this approach, your AI will likely attempt to always use the optimal strategy, but the way you code it can easily lead to abuse. So, when considering how to evaluate "the best state for the AI" keep these examples in mind: Example 1: (the problem you currently see) Player team is full of extremely high ...


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As some have already pointed out, you can cause the feeling of rush based on sound, color and graphics . To make things clear, I'll leave the following examples: Resident Evil 3:Nemesis: During the game theres tension caused by a quiet sound that hints that nemesis is around somewhere, sudently it appears and the music changes to a stressful tone. Sonic: ...


3

The TransformComponent idiom is common in most component-based engines, not just ECS engines (note that with Unity there are no "Systems" related to MonoBehavior objects, so it's not really an ECS, at least in the C# portion). A lot of engines literally do hardcode the existence of the TransformComponent and make the transform built in to the core ...


1

Ambience music. As Mayuso stated, the worst and scariest thing in every Silent Hill game was music. Since mobile games are mostly played without sound, you should add any visual indicator of how close the spiders "can" be. Maybe web cobs flying randomly, flying leafs, dust,.. etc,. some kind of environment destruction, but not sctrictly attached to the ...


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You mention that the user feels "safe" if the spiders are all offscreen. This is probably the most important thing to address. Fortunately, you want the right kind of thing: a gut feeling that the user has that nothing is ever safe. The "gut feeling" people get is an amalgamation of many small cues that the brain processes together to try to guestimate an ...


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The spiders are coming after you, but cooperatively. One gets ahead, then it sends silk back to the other ones. Which are pulled up. They advance exponentially. How close the horde is then becomes a measure of how many spiders are close, instead of how close the front-edge of the spiders are. The handful of spiders that get close also send webs at the ...


1

Since you seem to want a precise visual representation of just how close the spiders are... These are all valid visual representations of timers/progress bars/distance Numbers. Such as a timer in seconds or the specific value the spiders are at such as [7/10] (where 10 means player is dead), or the distance between spiders and squirrel. Fancier numbers. ...


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sound of enemy(ies) approaching fused with music that hints danger to give the player a "rush" and visual effects that can dusturb the player into making a mistake.


3

Create something that the player wouldn't want to happen. Show it happening in a harmless setting (cutscene is allowed, can happen to other characters). Create a situation where it is obvious that the player will experience the undesirable outcome unless he acts soon. Everything else (action music and funky camera effects) is just superficial fluff that ...


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A solid case study would be the game "Prince of Persia : Warrior Within" It has many chase scenes and it is by far the best chase sequence of any game till date unless you go into the horror genera where chases are generic and sort of name of the game. The game combines two of the most influential senses of humans which react to fear. Sight : When the ...


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In order to keep player engaged, my advises are: 1) moving camera up: slowly is good, but you can choose to change camera's speed in more challenging levels, 2) camera position: you have a lot of options here, I suggest you to read carefully this great article about scrolling techniques and camera positioning 3) music (see Mayuso answer): a dynamic music ...


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Music. Music is probably the most effective way to express feelings. If you manage to use the appropiate song that tells "Danger, run!", that is better than any camera movement (If you combine music with those kind of effects, it gets even better, of course). Imagine playing Silent Hill with david guetta music, that would make Silent Hill a joke, you ...


1

You can use the "legacy" feature to offer diversity to the game. Digimon World is a game where you train/raise a digimon that can evolve, a little like in the Gameboy Pokemon game. Your digimon may die from being old and defeated (although death by fight is not automatic if I remember well). When it dies, you can pick its egg which is a baby digimon that ...


0

Star Citizen is an upcoming MMO game which will supposedly include character permadeath. Although the medical technology is supposedly at a point that they can resurrect someone who'd be dead by today's standards, eventually a character will die a final death and your possessions are inherited by your next character. There's talk of the character creation ...


12

One option is to simply make dying inevitable in the long run. Let's take Crusader Kings 2, for example. This is kind of a strategy game (the genre is hard to define) which takes place over several hundred years, so your character dying of old age (or sickness, assassination, in battle etc.) and getting replaced with their heir is a regular event in the ...


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I think one important consideration whenever you incorporate a real-world phenomenon into your game - especially one with huge social implications like family & inheritance - is that the mechanics you author articulate an opinion of what this phenomenon is, should be, or means. And how that opinion is read or understood can hinge on cultural factors ...


2

I'm not sure if its a good solution but i use to add x, y and z (gonna call this XYZ from now) and store it in a linked list with an object identifier and the average side size (we gonna asume that, in this example the object is a cube of 20x20x20 so 20*3/3 = 20). //PSEUDOCODE MYOBJECT ob(/*id*/ 1, /*size*/ 20, /*x*/ 30, /*y*/ 12, /*z*/ 4); ...


9

Usual disclaimer: I am not a lawyer and in this site questions about these issues have to be always taken as ideas, thoughts or experiences, never as technical advice. That said, in the US you hardly would be able to copyright (or hold a patent over) a game idea in itself. Actually, the US Copyright office says that: Copyright does not protect the idea ...


24

You're confusing patents, copyrights, and trademarks here. Without going too deep into details: Whatever you create, code, assets, or anything else, automatically has you as the copyright owner. No further actions required. It just has to require significant amount of work (depends on legislation). For example, you can't claim rights on blue rectangles, ...


0

Disclaimer: This answer is 100% subjective, it is related to code design personal preferences and might not be the best answer. I would delete InteractionsManager class. The idea of having 2 lists (arrays) and checking for collision in a loop is nice, but you can do that on your Screen class. (just create a checkCollisions() method and call it on ...



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