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location Provo, UT
age 25
visits member for 2 years, 6 months
seen 15 hours ago

Sep
16
comment Why are character-classes used in game design?
@nhgrif I agree. While I personally prefer classless systems, some players just simply don't want to invest that much thought. Someone is bound to choose the stupidest combo in a game, and they'll suffer for it. I think a class-based system often works better for that type of player.
Sep
11
comment Why are character-classes used in game design?
@RBarryYoung We did something like this in the FLARE RPG, where the character's title (and potentially quests) are dependent on what their strongest two affinities are.
Jul
27
comment How to create normal map from bump map in runtime?
I don't think there's enough information in the bump map to make a normal map from it.
Jun
25
comment Pitfalls in designing a coop dialog system
Okay, does that clarify the question?
Jun
25
comment Pitfalls in designing a coop dialog system
Yes, I'll try to make the question more mechanics oriented.
Jun
25
comment Pitfalls in designing a coop dialog system
I'm thinking generically, so anywhere from 2 to 8 players. I can't see myself making a game with over 4, but it'd be good to hear the changes necessary for being flexible with different player counts.
Jun
24
comment How can I make a character stand on slopes?
Here's a 3D example of what you can do. heroesandgenerals.com/community/wp-content/uploads/2014/01/…
Jun
24
comment How can I make a character stand on slopes?
I don't know about SpriteKit, but a lot of games represent the player as a "capsule" or "pill" shape rather than a rectangle. Also, the physics object is usually smaller than the sprite itself.
Jun
17
comment How can the lategame in a 4X game be made more exciting?
Once the balance tips, why not make it faster for the player to actually win?
Oct
11
comment Level and Player objects - which should contain which?
In my case, I'm not really interested in multiplayer games, though I didn't mean to suggest players hold global game details (that was just bad wording on my part). A player should certainly only hold data that belongs to that player, eg. HP, MP, and possibly things like position/location.
Oct
11
comment Level and Player objects - which should contain which?
Excellent answer, clear and concise. +1 especially because you mention to do what's expected, even if it's a little more difficult; maintainable code is really important!
Oct
11
comment Level and Player objects - which should contain which?
So, if I understand correctly, you suggest separation of the player object (persistent) and the player's entity (created on creation of level), correct?
Oct
11
comment Level and Player objects - which should contain which?
What if I wanted to maintain player state, eg. HP?
Oct
7
comment Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)
I wouldn't say Python isn't a programming language. Contrary to popular belief, with the right practices, Python can be Fast Enough (tm) for most (if not all) projects.