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seen Apr 21 at 18:36

Just another spaghetti chef.


Apr
21
comment When prototyping, how can I more easily explore game behaviour?
I think what you are doing is formally called "unit testing", especially if you want to tweak a small part of the game at a time. Unfortunately, games are hard to actually unit test, because it's hard to isolate components and hard to automate the test itself (so that it can decide on pass/fail). Reading about unit testing strategies might give you useful ideas, though.
Apr
21
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström I don't know about him, but when I have good control over my game states, I can often have alternative "Debug" versions (often literal IF DEBUG compiler directives) that go straight to my "testing" state (skipping the game menu etc.), which is just a bare bones play area with whatever assets I'm testing at the time. So I basically compile an alternate executable that automatically loads a very stripped down level (less assets to load+no mucking about with game menu every time).
Apr
21
comment When prototyping, how can I more easily explore game behaviour?
That's a very nice picture. Where is it from?
Feb
6
awarded  Yearling
Jan
2
awarded  Explainer
Jan
2
revised How can I make A* finish faster when the destination is impassable?
The title is pretty general and vague, but the body of question has specifics.
Jan
2
suggested approved edit on How can I make A* finish faster when the destination is impassable?
Jan
2
answered How can I make A* finish faster when the destination is impassable?
Oct
18
awarded  Autobiographer
Jun
17
comment What is an optimum failure rate that will keep people coming back to my game?
@Anko I think it does, at least based on what veteran players say. I've played it for a long time but never really got very good.
Jun
17
comment What is an optimum failure rate that will keep people coming back to my game?
I cannot provide a reference, but I think I heard that something like a 1/3 success rate provides the optimal motivation to keep playing. Of course, what do you mean by success rate? I would imagine that you want a bunch of levels at different success rates, rather than making them all equally easy.
Jun
17
comment What is an optimum failure rate that will keep people coming back to my game?
I think NetHack, for a new player, could be an example with high severity (a lot of "gotchas" that kill you), moderate-to-low rate (a game will take a couple of minutes to a few hours), and low responsibility (there is a large element of luck, and while veteran players know how to hedge and diversify, newbies are at the mercy of RNG). Anyhow, you should add a few "unbalanced" examples where the three aspects are very different; otherwise it isn't clear how these three things differ.
Apr
22
comment Why do games ask for screen resolution instead of automatically fitting the window size?
"It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen" - It seems to you, but in practice it's often easier and cheaper to not do that.
Feb
6
awarded  Yearling
Jan
8
revised What does a matrix represent?
added 2588 characters in body
Jan
8
answered What does a matrix represent?
Feb
6
awarded  Yearling
Apr
7
revised Creating new games on Android and/or iPhone
Rewrote question
Apr
7
suggested approved edit on Creating new games on Android and/or iPhone
Apr
7
awarded  Organizer