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10

This basically boils down to basic economic theory, more specifically the concept of market transparency. When someone wants to buy or sell a fungible good (like most items in a common MMO game), they will look for the best available offer on the market and take it. In order to find this offer, they need to obtain full market transparency by looking at all ...


8

Nickson104 already wrote a pretty nice summary in his comment. I've been playing the game since early beta and I prefer the small AHs, so this might be a bit subjective, but overall the most important points have been mentioned already: A global AH makes it far easier for players to find the item they want at the cheapest price (which they usually want as ...


5

In my book I summarized them this way: One of the most central parts of game design is crafting game mechanics; these are individual actions (or systems of actions) within a game. The mechanics in a game are often set up by its rules, whereas the challenges in a game generally come from applying the mechanics to specific situations. For example, walking ...


4

In the context of video game development, game mechanics or gameplay mechanics (the words are quite synonymous in this context) are the set of rules which govern how a game works. They explain things such as: What entities are there in a game (the player-character, the enemies, projectiles they spawn, the environment, etc.) What game-relevant state do ...


4

Keeping in mind that in a perfect market, one has to know everything about the market (this includes of course price and quantities available): With a local market: More chances to get ripped off (because you don't know all the prices) More possibilities to rip others off (because they don't know all the prices) More chances for a local monopoly (because ...


2

Voxels can be considered Axis Aligned Bounding Boxes (AABB)s. I suggest looking up the math surrounding collision detection and AABBs. It's actually quite simple as you can describe an AABB with just two Vectors (a maximum and minimum point). Here's a super simple example: http://www.miguelcasillas.com/?p=30 Of course AABB collision detection is really ...


1

Say for example that you have a team of 5 fighting a boss. The boss's actions/powers etc are hardcoded into the game code, but its decision making is based upon some probabilities, are those calculated server side and then distributed to all the players? For example, when it is going to use a specific "spell" or who it is even targeting. Sure it is. The ...


1

at the base of some perlin noise implememntatio there's a perturbation array private static int[] p = {151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, ...


1

As Menno Gouw mentioned, you could use a noise function although you can actually use any PRNG. You will need to seed it every frame though, based off some predictable, relative value, such as the player position. If the player only moves horizontally, then this is simple. seed = player.x I don't suggest a noise algorithm in this case, since the ...


1

I believe the simpler way would be to find the collision between the ray caster from the center of the bubble to two imaginary walls which are 1: left wall moved to the right by the radius of the bubble and 2: right wall moved to the left by the radius of the bubble. The point where this ray (center of the bubble) hits any of the two imaginary walls will ...


1

The simplest solution: you can store the initial version number of the game at installation in PlayerPrefs. Then when you add the ads, you can have a check of the minimum version number versus the initial version number. Or you can record in PlayerPrefs whether it is a paid version or not on the initial launch again. That leaves some problems: what if ...



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