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May
15
awarded  Nice Answer
May
13
comment Splitting up duties for a card game server
Yeah, that all seems reasonable to me. If you'll already need to get incremental updates working, which you will, there's no reason to add an entire second update system without proving it necessary. And one thread per server, handling many games simultaneously, shouldn't present any problems - that's how most heavyweight servers work, from webservers to AAA MMORPG servers. Obviously you'll want to make sure the process doesn't crash :V but that just comes with the territory.
May
13
comment Game states affecting each other's objects
Yeah, I think it would be reasonable to make a distinction between "ingame cutscene" and "out-of-game cutscene". Even if the two aren't distinct, I think there's a clear distinction between a cutscene that moves ingame entities around, rendered with the ingame renderer, and a cutscene that plays a canned image/animation/music sequence. At the closest, those are two quite different parts of a "cutscene" - the ingame stuff could be handled via AI as I'm suggesting, the out-of-game stuff could be rendered via your existing game state system.
May
12
answered Game states affecting each other's objects
May
12
answered Splitting up duties for a card game server
May
11
comment Anyone know of other unique playable archetypes?
@Lohoris, it's actually a shortening of Zorba the Hutt, Jabba the Hutt's father from Star Wars. (Only in the books.) I shortened it for EFNet many years ago and the shortened version stuck. So your misreading is actually reasonably correct :)
May
11
revised Anyone know of other unique playable archetypes?
added 76 characters in body
May
11
comment Anyone know of other unique playable archetypes?
It's always kind of funny when you see a post, and you think "oh man I have the perfect answer to this", and you go to look at the replies and the top answer is you from a year and a half ago, making exactly the post you were about to make.
Apr
30
answered Can adversarial agents flip coins?
Apr
20
awarded  Enlightened
Apr
19
awarded  Nice Answer
Apr
19
answered What technology does Starcraft 2 use render its maps?
Mar
26
comment Why are textures always square powers of two? What if they aren't?
"It's true you "waste" some space this way, but the extra space is usually worth it for the tradeoff in render performance." - About ten years ago I worked at a studio that was porting a PS2 game over to the XBox. While the PS2 doesn't technically support non-power-of-two textures, you can, in some cases, kind of force it to do so with a little clever manipulation and no speed loss. The XBox, on the other hand, completely did not support them. The end result is that despite the XBox having almost twice the RAM of the PS2, we had to downsample some of the textures in order to fit.
Mar
24
awarded  Nice Answer
Mar
4
comment I have to make a game in 9 days. AHHH!
@Valmond, I think it depends on the game. One of the best week-long games I did ended up with absolutely no time for polish, I spent it all on level design. The main character was a deformed blob, the wall textures were repetitive, there was no background, it's one of the worst-looking and best-playing games I've made. I agree that half/half is a reasonable rule of thumb, but keep an eye out for violations of that rule.
Mar
4
comment I have to make a game in 9 days. AHHH!
@ktodisco, I'm not sure "polish" is needed, but "completion" definitely is. You don't want six half-finished games and nothing else. About degrees - my experience has been that few people in the game industry really care about degrees. Experience seems to dramatically trump 'em.
Mar
4
revised I have to make a game in 9 days. AHHH!
typo
Mar
3
awarded  Nice Answer
Mar
3
answered I have to make a game in 9 days. AHHH!
Feb
21
awarded  Nice Answer