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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 ...


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 ...


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 ...


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 ...


2

If you are looking to mimic old school platformers step one is to ditch physics altogether. You will end up fighting the physics system to get the decidedly non-realistic motion of an old school platformer. Have a look at this CharacterController replacement that ditches physics altogether to get a good idea of one way to implement it.


2

Pong, Asteroids, Space invaders, pac-man, super mario bros clone, zelda 1 clone. That's the order I'd recommend. Pong and asteroids would teach you the basics of game programming, space invaders would expand on that. Pac-man would teach you a bit about AI and programming a more abstract game. Then there's mario and zelda like games that really teach you ...


1

Shader programming is a highly specialised section of general Graphics Programming. Like any other highly specialised section of development, it depends on two factors; namely the Team-Size and the Goals you wish to achieve 1. Team Size: On smaller teams, having an entire resource (read: person) dedicated to ONLY shader programming might be a huge ...


1

Shader coding is a pretty specific skillset, however it is one that anybody who calls themselves a graphics programmer nowadays should be familiar with since writing shaders has become absolutely crucial to that profession. It's not quite as simple as just jumping in and integrating samples you can find online, because you need to make different shaders work ...


1

I am also working on a fighting game and I am doing this by having a Move structure which contains different parameters of an attack (or neutral move) including active frames if any. I keep the active frames in a container which I can delete from. Each frame I reset the properties of every hitbox of my character to default, and after that I activate each one ...


1

Easy solution 1 : you can mark each attack move with a unique identifier that is regenerated every move, and mark each character with the identifier of last hit received. If during a frame collision the last hit received id matches the attack id, do not count it as a hit. In case there are more than 2 characters, one attack can still hit multiple ...


1

You could "hot spot"-check areas adjacent to the character and immediately begin moving in a free direction if the appropriate movement key is held. For example, if the player is moving right and holds the downward arrow key, they would continue moving right until the below hot spot becomes free. They would then begin moving down. On platforms that ...


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, ...


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 ...



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