176 reputation
6
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...


Apr
22
awarded  Scholar
Apr
22
accepted Are hidden stats a good idea?
Apr
21
awarded  Nice Question
Apr
21
revised Are hidden stats a good idea?
added 518 characters in body
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.
Apr
20
awarded  Editor
Apr
20
revised Are hidden stats a good idea?
added 2228 characters in body
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.
Apr
19
awarded  Student
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...
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.
Apr
18
asked Are hidden stats a good idea?
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.
Apr
18
awarded  Supporter
Nov
14
awarded  Teacher
Nov
13
answered How to avoid circular dependencies between Player and World?