| bio | website | |
|---|---|---|
| location | Mezőkövesd, Hungary | |
| age | 24 | |
| visits | member for | 1 year, 1 month |
| seen | Apr 22 at 8:58 | |
| stats | profile views | 4 |
I have no more questions to ask...
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Apr 22 |
awarded | Scholar |
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Apr 22 |
accepted | Are hidden stats a good idea? |
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Apr 21 |
awarded | Nice Question |
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Apr 21 |
revised |
Are hidden stats a good idea? added 518 characters in body |
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Apr 21 |
comment |
Are hidden stats a good idea? "Because the accuracy of their information is based on number of fights, it could lead to far more wild and experimental behavior, just to find out what a character's stats are. Is this what you want?" Somewhat yes. |
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Apr 20 |
awarded | Editor |
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Apr 20 |
revised |
Are hidden stats a good idea? added 2228 characters in body |
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Apr 19 |
comment |
Are hidden stats a good idea? I thought of communicating the abilities via ratings. Melee hitting, melee blocking, ranged hitting and ranged blocking would have elo rating. Which is adjusted after each interaction. Weapon damage is a known stat (weapon manufacturer knows the strength of the weapon), these elo ratings are known for the player. The strength and toughness (that affects the damage given and taken) are difficult to give rating to. |
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Apr 19 |
awarded | Student |
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Apr 18 |
comment |
Are hidden stats a good idea? About the answerability. I think there is someone here that knows what are the things the players like. I often fail to think with brains of the players, and come up with crazy overcomplicated ideas that's are not interesting or enjoyable for anyone except me... |
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Apr 18 |
comment |
Are hidden stats a good idea? I asked my friends about this idea too. Most of them say they like seeing all the exact numbers, and having full control over the skillset they build for their character. So I'm a bit concerned about this idea, and decided to ask a larger community about this. |
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Apr 18 |
asked | Are hidden stats a good idea? |
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Apr 18 |
comment |
How to avoid circular dependencies between Player and World? I'm with you. OOP is too overrated. Tutorials and education quickly jumps to OO after a learning the basic control flow stuff. OO programs are generally slower than procedural code, because there is bureaucracy between your objects, you have a lot of pointer accesses, which causes shitload of cache misses. Your game works but very slow. The real, very fast and feature rich games using plain global arrays and hand optimized, fine tuned functions for everything to avoid cache misses. Which can result in tenfold increase in performance. |
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Apr 18 |
awarded | Supporter |
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Nov 14 |
awarded | Teacher |
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Nov 13 |
answered | How to avoid circular dependencies between Player and World? |