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Mar
3
comment Old Age: Decreasing stats/attributes as characters level up
Yeah, Rogue legacy I have played, and it is a little like that (in terms of at least having time progression).
Feb
8
comment What are some programming design patterns that are useful in game development?
This explanation of game programming patterns actually helped me understand -design patterns- in a way that no software design pattern book really did! This is in part the power of game development (concrete examples in a language that speaks to me and allows me to better my development overall), but in a larger part because the writing is so excellent.
Feb
5
comment RPG stats degrading by level
That would be so-un-manageable over time. "What's that, there was a bug where player B received less of an increase than they should have? What was their StatIncrease at that time? No idea, it's changed since then." - "Oh, role Paladin had a OP&broken statincrease of 345f? We'd better nerf Paladins, but how much did players gain in the meantime?" Hard to deal with.
Jan
20
comment How to give the player the feeling of being chased by enemies and force him/her to rush
I want to play that silent hill game running with david guetta music.
Dec
5
comment How can I create borders in an open-world game that don't feel artificial?
@Quill Sadly, they eventually fixed "the Far Lands" in minecraft (which were simply related to bad (large) integer constraints).
Nov
9
comment Have any video game designs used non-uniform random numbers in interesting ways?
I never really though about that, but that's a pretty slick approach to a lot of count-down randomizations.
Nov
8
comment Best way to calculate unit deaths in browser game combat?
Possible duplicate of Calculating the output of two armies fighting
Nov
5
comment Examples of interesting implementations of character stats?
Link died on the Extra Credits video, but it moved here: youtube.com/watch?v=lg8fVtKyYxY
Sep
12
comment Best practices for labeling game versions?
semver.org
Sep
12
comment Balance in online PvP games
@Lohoris It's not too hard to "build the game around it", so to speak. You just have to make your "cities" or "guarded areas" interesting and compelling, and allow them to gain power first within the city before they choose to venture outside of it.
Aug
18
comment How to create a hexagon world map in PHP from a database for a browser based strategy game
Pity this wasn't put on github or something, as it has now experienced link rot.
Aug
18
comment What's the best way to keep battle log in a browser based game written in PHP?
I like this analysis of the two approaches. I do just want to note that the "action_enum" concept sounds a little... ...short sighted, and should probably be avoided. I think that at first it's obvious there will only be X limited, predefined set of possible actions... ...until that day you add X+1, and then add X+2. As it is said, with computers there is only 0, 1, Infinity.
Mar
27
comment Good technological solutions to build an ascii map and moving characters in a browser (like dwarf fortress)?
Nice. I can use that. Or at least learn from the way someone else did it to inform my own approach, since I want to make a roguelike, but not that like a roguelike. :D
Mar
27
comment Good technological solutions to build an ascii map and moving characters in a browser (like dwarf fortress)?
Well, rot.js may be exactly what I was looking for, but didn't know it.
Mar
27
comment Good technological solutions to build an ascii map and moving characters in a browser (like dwarf fortress)?
I'm not actually sure how this would be of benefit vs. an embedded css monospace-family web font? I mean, it would take more rendering, maaaybe it would allow for spacing issues to be solved more reliably, but with an embedded css font it wouldn't matter if people were missing the font or using a different language? Though I guess that would restrict operations to just the embedded web font's character set, hmmm.
Jan
10
comment What math should all game programmers know?
... at least for a way of being able to understand the balance at a glance. Obviously you want to add testing to that as well. I actually bought the book on the strength of a smaller, cut down pamphlet that had awesome game related content, including discussion of the payoff matrix and rock-paper-scissors relationships and all kinds of great stuff, and was disappointed to find that the final book is a tome, and deals a lot with C++ programming (which is not my thing), as well as AAA title management problems. Everything in the cut down pamphlet was great, though.
Jan
10
comment What math should all game programmers know?
It was this: amazon.com/Game-Architecture-Design-New-Edition/dp/0735713634/… I wish that amazon version enabled searching inside the book, because it might be a great thing to reference in bits for this site. Though maybe the amazon in-book search doesn't work that way. Anyway, that's where they went over payoff-matrices, using warcraft as an example, and the advantage for managing complexity was so clear it made me an instant convert. That's no guarantee that Blizzard actually used that approach, but they're smart guys, so they probably had a mathematical solution...
Jan
9
comment What math should all game programmers know?
Uh, they almost certainly were, the initial warcraft armies were modified duplicates of each-other that were probably created with payoff matrices designed to make them balanced overall. After that they may have simply built upon what they learned to tune things, but they probably had to do it again with starcraft to gets some reasonable level of balance now that three different armies were involved, and again when starcraft II units were added. Obviously you don't simply stop at the model, playtesting often shows emergent properties, but a payoff matrix is how you initially model complexity.
Dec
13
comment How can I make video games if I don't like programming?
Hmmm, you could read my answer, or you could just watch penny-arcades video that @5ound posted, which says it all better, with imagery. penny-arcade.com/patv/episode/so-you-want-to-be-a-game-designer
Dec
13
comment How can I make video games if I don't like programming?
I was going to make a comment, but it turned into a full fledged answer.