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1

I would go for a draw function that is called in interval. And for the game objects you deal with them in an array and updates them in your loop. Then if you want to have good performance try to only redraw the part of the canvas that is needed to be updated. Here is a good tutorial http://jlongster.com/Making-Sprite-based-Games-with-Canvas


6

Either one. Consider that even if the game world is in 3D, you can still use 2D for rendering. This is primarily a design decision. If you're more comfortable with 2D, then use 2D. See these related questions about making a similar style of game: Best technique to create oldschool (fake 3D) racing game? How would I implement an endless road the player ...


3

My first thought is that generally this is not an easy problem. It's like trying to put swear filters in a game because people will get around that $h1t so many ways. But it's an interesting problem so here's some musings on it that may or may not qualify as an answer. So for players to collude, they must be able to... Have contact with each other ...


2

You can't. Unity doesn't have an interface for creating GUI interfaces in the editor. Further, there may be extensions for this in the Unity marketplace, but it's highly unlikely you'll be able to get away from any coding at all. There's still going to be the requirement to connect the GUI to your game, and many of those interactions are going to require ...


1

Well what I do for my 2D game is that inside of checking before the players moves, I deal with collision after the player moves. Before I used to run into problems like yours because of the fact that when you check before hand, you stop the player from moving. Heres what you have to do, lets say that there is a block at some x, y, width and height ...


6

Though it is (to my knowledge) most common for newest score to be entered at the top, I would argue that the OLDEST score would deserve the first position. For this simple reason: The first player to achieve the high score had LESS TIME to achieve that score, than people making later/following attempts, thus deserving a higher position as (s)he was the ...


0

Actually, I'm going to go against the crowd here. Pokemon is horribly broken. What? Why is that? Well, let me explain... Pokemon has had a lot of things that have been built up over time and a lot of modifications to make it more suitable. There's a lot of Pokemon that are just useless, weak or otherwise not useful. In fact, due to this fact many Pokemon ...


5

Just sort them alphabetically. And if you have numbers to call out the position, be sure to handle the tie case appropriately so you aren't calling one person 3rd and another 4th even though it's the same position.


1

Now the choice is up to you, but I would spend some time to add more to the highscore board so it can track different achievements of a player throughout the play-time, and then compare them to the player who has equal score. Placing Steve on top would be unfair for Dean. Placing Steve below Dean will make Steve angry. One of many things that might lead to ...


2

Tradition says new scores on top. No idea why, though... now that I think about it, it makes more sense the other way around, you should award a player for achieving an equal score in less time. But that's just my personal opinion, in the end the choiche is up to you :)


2

If you're looking to encourage competition and activity, it might make more sense to have the more recent score replace the older one. Players wouldn't be able to simply achieve a high score and become complacent, because their score is at risk of being replaced at any point. In fact, if you really wanted players to rue being replaced, you could have the ...


2

I don't believe there is a standard. From what I've seen, and what I use, who ever got to the top first should keep their position.


2

There is likely no one, perfect way to describe & archive your game ideas. Every game designer I know would probably do it differently, but here are some techniques to consider (besides the ones provided by yourself): Elevator Pitch Create a (maximum) one-page document with as little text/images as you possibly can, to communicating the absolute core ...


1

I don't mean to answer my own question, but trying to explain what I meant ended up so long that I might as well have put it as an answer. This is the technique I use currently, but I'm hoping someone with more experience in the industry can give a better answer. Elevator pitch: Describe what the game is about in as few words as possible. Describe the genre ...


1

Take a look at this tutorial. You can implement acheivement easily and start there to change acheivement to a reward system pretty easily. http://gamedevelopment.tutsplus.com/tutorials/how-to-code-unlockable-achievements-for-your-game-a-simple-approach--gamedev-6012


1

Well, points I imagine would be just a counter really? If there is only one score, a total "Points" count, then just KISS and use an int, add points to it. If you want to show maybe the amount of points received at the end of the level, add up the different sub type of points and then add them to the total score at the end of the level in some fancy ...


5

Make sure that there is a visual cue that the player is currently not in control. When it is a non-interactive cutscene, you could remove the GUI during the cutscene and bring it back as soon as the player is in control again. When the users control is impaired (but not completely disabled) during normal gameplay, for example because their character is ...


7

Games like Candy Crush are called "Match-three" games, and generally, it and games like it are tile-based games, or board games, or even tile-based board games.


4

You can put what you want under developer name. Just make sure its not a trademark being used or registered trademark. Or just use your real name. It doesn't matter too much. If you make up a name and brand yourself as it, its a trademark. A website would help prove you used it first.


1

The main things that attract people to the Harvest Moon series are curiosity (new environment to explore) social events, even side stories. family, friends etc. events or stories. new experience (farming) finally a goal (the game goal or a financial goal in the game) simply some success. and of course more freedom, less limitation or repetition + more ...


1

It renders using bump- / specular maps. Refer to this video. The ground geometry is never modified. Bumpmaps are just heightmaps used for realistic lighting. To clarify definitions, bumpmapping is a rendering technique, typically written as a shader, which creates the illusion of surface detail on what is in fact a flat piece of geometry... in this case, ...


0

There are two problems with storing game objects in arrays. You set a limit on how many game objects you can have. Sure, you could set some astronomically high amount which you are sure you will never reach, but then your data structure will always need the maximum amount of memory. When game objects are removed, you get holes in the array. A better ...


4

I think that most of the ideas here are a great inspiration, I think it would help you more to try and pull yourself out of the game and stop thinking of it as "a mechanic to a game". Think of what pressures would occur in real world situation. You end up with a number of solutions from this, some could be as simple as allowing the player to purchase new ...


1

I think you are heading in the right direction as well. If you want time pressure, you need to add an aspect of a countdown or time limit. Deus Ex: Human Revolution has a similar concept to your ideas about a network trace. The hacking was a mini-game that you could undertake to open doors, safes etc. without having to search for the key or wait for the ...


1

One of the old-school techniques from the world of writing is overlapping "fuses". You're sort of on the right track with the trace, but it lacks punch as it's the only 'clock' running. Say, for example, there's a time limit to the overall segment - the player has 30 minutes to infiltrate a secured compound, hack into one of the systems, then find the ...


2

As I recall (haven't played it in a long time) the old school Shadowrun game on Genesis had a twist on your network trace mechanic for more dangerous targets. Less risky hacking targets would simply kick you out of the network, but more dangerous targets could actually trace your physical location and then send goons after you. That would certainly ratchet ...


7

Depending on the scenario / setting of your game, the following things could work: Note: Those are just some quick ideas and not completely thought through! Perhaps you can weave in something like the following into the narrative: "Your hacker computer is having hardware issues since a few hours ago. It will only keep running for a certain time, before ...


22

When I read your question I immediately had to think of the GameBoy game Mario's Picross. It's essentially a Nonogram game: You're supposed to find the right tiles in a grid identified by numbers (similar to how Minesweeper works, but with different mechanics). By default, you've got 15 minutes to solve a puzzle, which is plenty of time. However, whenever ...



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