Tag Info

Hot answers tagged

62

Assets such as sound, video, models, and textures are a majority of the download and for each of these assets there are multiple versions. These multiple versions are to support various graphic options. By sending the assets needed for a low graphics option first (which also happen to be the smallest ones). You have everything you need to play the game ...


51

This lets the user choose the game's quality versus its performance. Some prefer higher-quality graphics settings on a lower resolution, others the opposite. Some computers can handle maximum settings on everything, some can't. Devices with homogenous hardware (PlayStation, Xbox, iPhone...) usually don't offer graphics settings for this reason.


27

There is no way to completely reliably detect the correct screen resolution. One approach is to simply leave at the user's desktop resolution. This is annoying, as I know a number of people (some with visual impairments) who prefer to run their desktop at a lower resolution to make things look larger, but still prefer games at the native resolution where ...


23

I find myself most satisfied when I see what appear at first glance to be prime numbers. If the score always just adds a 0 (10, 20, 50, 200, 300 etc.) at the end, I feel cheated. Multiples of 5 (5, 25, 45, 80, 95 etc.) are a bit better, but you quickly catch on to the fact that your accomplishment is worth 1/5 of what's being shown. Numbers like 47, 76, ...


18

I once implemented this for MMOs. One weekend while attempting to install WOW for my daughter took 48 elapsed hours, (patches, download errors, etc.) so I decided to make my own better solution. The game usually needs say 10 GB of data before it will run. Not all files are actually needed right away, but games used to wait until all files were locally ...


16

From left field: Don't allow the player to give direct orders to his units The idea is that you give the player's troops the same AI capabilities as the enemy, and then provide him with a goal setting system and a state toggle system. The player can set goals/objectives attached to enemy units or map locations, such as: Destroy this Guard area Clear ...


16

There's a comprehensive question on UX about touchscreen button sizes. The recommended size depends highly on your game, but the minimum size is quoted as 9-12mm, about half an inch, and this is based on the size of fingers. Keep in mind that this is a guideline, and the cost of ignoring it is that your users will tap the wrong thing on occasion. Depending ...


14

You propose running each separate "system" in parallel. The problem with this is that you will have to lock every single piece of shared state. CLARITY EDIT: When you have two parallel operations using all of the same data, lock contention and synchronization is going to slow things down so that you're not gaining many benefits from the parallelization. ...


11

I would say the main reason why some games use such high numbers is, because they don't want to deal with fractions. "0.375 Experience Points" just isn't as catchy as "375 Experience Point". Those numbers have a wider range and variation for balancing without the need of fractions. The developer can still decide later in a patch to use 1015 points as damage ...


8

What about splitting the the weather into more detailed parts? Precipitation - none/light/moderate/heavy Wind - none/light/moderate/heavy Type - rain/hail/snow You can still store this in a single SQL column if you want by making it a simple enum with 48 (4*4*3) possible values (removing any strange conflicts you don't like).


7

Don't allow it. Give the player a specific role, and that's it. The guy who gives the orders to attack a group of enemies to the north isn't sitting there at the fight telling each guy who to shoot, he's back at base giving more orders to other soldiers. For a more realistic/immersive experience, and to discourage/prevent micromanagement, allow the player ...


7

It sounds like a Hidden Markov Model might be useful to you. These define certain states with statistical probabilities of transitions from one state to each of the other states based on relative frequency in observations. You can define some weather states for instance 'rainy' and 'sunny' and probabilities of transitions from rainy to sunny and sunny to ...


7

The standards should be, "whatever the code department needs, within reason". This may involve the coders writing exporter plugins for artists. But there is no standard way of distributing art since there is no standard way of consuming or using art. It's just down to what the technology pipeline requires. However, as some rough guidelines: First, ask ...


7

The iTunes App Store already has a process in place for adding custom terms and conditions to any app you upload. http://developer.apple.com/library/ios/#documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/8_AddingNewApps/AddingNewApps.html Scroll down to "Providing an End User License Agreement". Tell your lawyer about this if he doesn't ...


7

There are a VAST number of reasons to allow the user to control the settings for their game. MANY people have 2 (or more) monitors these days. The user should be able to determine which one to play the game on. There are thousands of different devices a user could be using, and no way to reliably tell what setting would be optimal for every one. Some users ...


6

Preamble: As Patrick Hughes noted, for the "correct" answer to your question, take a sample of test playes. Give one group your game with standard scores, and a second group the same game but with 100x/1000x the scores. Fractions: Depends on your Game, really. Commenter Joe provided an example of where rounding can occur, but that's about Hit Points rather ...


6

There is no standard. About as close as you get to one is using the left stick to move and the right stick to look around or aim and using B for Cancel/No options (but no general standard for the Accept/Yes option!). Other than that it's all over the place. A number of popular modern games have used all of the following for a primary fire button: A X ...


6

I don't think you will find the specific research you are probably looking for. However, it may exist: the predominate source of papers on the subject of haptic feedback seems to be the Immersion Corporation, who have published a series of white papers on the topic. I also stumbled across this paper, which is a course thesis, on the subject. Actual market ...


6

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 ...


5

I'd say higher numbers tend to make players happy. It's better to get $1000 instead of $10, right? Big numbers also go better together with effects. Imagine a particle explosion and sound-effects every time you achieve something in the game. That would certainly look better with an accompanying 14'500, than some low number like 34. Big numbers give the ...


5

There is no mention of such in the app store review guidelines; however you are strongly encouraged to comply with the iOS HIG which, among other things, suggests never quitting programmatically and always being ready to stop in response to the Home button (iOS Developer account required to view those links, I think). Because of the above, I would not be ...


5

Holiday events can be made as an incentive to get "fun" stuff, but as mentioned don't make them game-breaking qualities. Then players can get bragging rights over others who missed out on the promotion. It also lets people know that the creators are still putting in their effort to keep supporting the game. Also, Animal Crossing is a good offline example. ...


5

Looking at Team Fortress 2, yes, players do. Holiday events are good, they bring old and new players to your game. But make them really funny - not just a little item set or a 10% deal. And if you add holiday items, don't make them overpowered and game-obstructing. It's your choice make holiday events or not, but I recommend you to make them to increase ...


5

You probably want to start with reasonably realistic (if simplified) physics and make modifications from there. The first modification you'll likely make will be using something called damping. This is essentially adding extra friction to selected interactions and velocity components. The second modification is detecting states that aren't recoverable (i.e. ...


5

In short.. I'd be thinking this through science. As we all know, snow is rain and vice versa, except they have different solid states due to temperature changes. Temperature changes can be associated to winds. A quick Google for "what causes wind" gave me an answer from Answers.com: "The pressure gradient force, which arises from the uneven heating ...


5

The process is the same as with a reticle that's fixed to the center of the screen as with a reticle that moves with the mouse. I'm familiar with the idea of 3rd person placement of cubes, I've implemented exactly that in my game Age of Goblins. New cubes are place adjacent to the selected face. The selected face is found by casting a ray from the camera, ...


5

That's because the cost and effect of texture quality, geometry detail and screen resolution are very hardware-dependent. The texture quality usually does not have much impact on the speed of the rendering pipeline, but only when they are read from GPU memory. When not all textures fit into the GPU memory, they need to be read from normal RAM or even worse ...


5

It's easy: Fonts do not need to match resolution, they need to match pixel density. Pixel density is measured as pixels per inch(PPI), or pixels per centimeter. There's also a measure unit called density independent pixels(DP). 1dp is the size one pixel has on a 160 PPI screen. Now coming back to fonts, try to make this test: put your laptop to run on ...


5

The best way to solve your concerns for flexibility and comfort of the user is to certainly allow them to define their bindings as you have described. Whether you opt to do this through a configuration file they manually edit or an in-game screen that allows them to select the action and then press the key configurations for said binding is entirely up to ...


4

I have no such data, but you haven't mentioned another downside: For me at least, having to download assets separately is very annoying. Also, while the marketplace can download large apps in the background, in my experience it is not always clear whether (or even the case that) I can do other things with my phone while the game is fetching assets, as this ...



Only top voted, non community-wiki answers of a minimum length are eligible