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Apr
23
answered Easy SpriteKit question on creating a function
Apr
19
awarded  Yearling
Apr
19
comment Best way to deal with a large variety of items?
gamedev.stackexchange.com/questions/80376/… This is a very similar question. The answer lies mostly in the question "Do the two structures differ in functionality, or simple content?". For example, two items that differ in image and stats would make more sense as two entities of a single class. Two items that differed greatly in many ways, such as functionality, might deserve different classes.
Apr
16
comment Does SpriteKit follow the MVC pattern?
There's nothing forcing you to put most of your code in the SKScene class. In fact, I find when using SpriteKit, most of the logic falls to the Nodes far more naturally than the Scene, since the Nodes are the brunt of SpriteKit. The Scene is little more than the "Controller" to handle updating and input for your Node tree. Though the "MVC" model still doesn't match SpriteKit, as the Nodes tend to be the "M" and the "V".
Feb
1
comment Command Ordering Architecture of Dwarf Fortress
Jed T's description doesn't state multiple tasks are given to the same dwarf. And the AI in DF definitely decides tasks in "advance" in the sense of having prerequisite tasks for most tasks. A dwarf who chooses to be an armorer will undoubtedly decide to retrieve materials from some source before working. It's a perfectly appropriate example game for the question.
Jan
30
comment Command Ordering Architecture of Dwarf Fortress
Dwarves are not assigned anything by the player, but are "assigned" tasks by the system, which is exactly the architecture Jed T. describes above. Create order, and the system assigns individual component tasks in order to fulfill that order.
Jan
23
comment Hexagonal buttons
Informative: gamasutra.com/blogs/HermanTulleken/20140912/225495/…
Jan
18
answered How to create a line that is always connected to two Objects. (iPhone, Cocos2d)
Jan
16
comment How to create a line that is always connected to two Objects. (iPhone, Cocos2d)
So what are you trying and where are you getting stuck? Because it sounds like literally all you need is a black line.
Jan
15
comment How to create a line that is always connected to two Objects. (iPhone, Cocos2d)
You say it only needs to be straight while also saying it needs to contract and expand. Which is it?
Jan
10
comment What is the difference between a tech tree and crafting?
This question is ambiguous mainly because a "tech tree" is a fairly defined concept that adheres to commonalities across different games and even genres. "Crafting" is incredibly varied and has no commonly accepted form or definition. It ranges from simply clicking a single button to combine objects to complete mini-games with their own game-loops, rewards, challenges, etc.
Jan
4
comment What are the common techniques to translate game ideas into game mechanics?
Research game-theory and the general idea of cost-benefit analysis. A common pitfall in failing to take an idea and form it into a functional game mechanic is the lack of some means of choosing between options with different costs and benefits. There are other aspects to games, but it's at least a start.
Sep
30
comment Fuzzy State Logic or Finite State Machine for AI
Well, that's assuming you used fuzzy logic on individuals within a group that should otherwise be more unified. If you used fuzzy logic, for example, on each soldier in an elite well-trained squad, you could get some odd behavior. If you did the same for a mob of civilians for a group of bandits or orcs, the unruly and disorganized behavior might seem natural and appropriate. This all changes if you used fuzzy logic on the group as a whole (which would just mean it's a single agent that happens to be made of multiple characters), in which case the group would always behave as a collective
Jul
31
answered GameLogic Model as Property or Constants with lookup in other Models?
Jul
31
comment SpriteKit - How to jump to specific position?
Anytime. Re: smoothness, use the easing link I provided. Or create your own. You can theoretically do the same with the physics engine in SpriteKit, but this solution is much simpler, and likely just needs some easing to look realistic. What you might want to do is set up two paths (one with the first quadCurve, one with the second quadCurve) and use two different easing methods with both.
Jul
30
comment How to run physics simulation in the background for possible future outcomes?
Running a single option a single time will only give you an exact result state. How are you imagining this would be relayed as/transformed into probabilities?
Jul
30
answered SpriteKit - How to jump to specific position?
Jul
24
comment Defensive statistic mechanics
I'm pretty sure all of those variations are widely used. At least in the realm of RPGs. Knights of the Old Republic used both of the first two options. Fallout 1, 2, Tactics, and New Vegas used the latter two options, while Fallout 3 only used "reciprocal"
Jul
22
suggested rejected edit on Spritekit - gradually apply force vector in different direction (space ship turning)
Jul
22
answered Spritekit - gradually apply force vector in different direction (space ship turning)