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May
18
comment MMORPG with level system like The Elder Scrolls
Also, "Design Patterns of Successful Role-Playing Games" (rpg-design-patterns.speedykitty.com/doku.php) is the rpg equivalent of the pattern book. This question is basically asking for the differences between rpg-design-patterns.speedykitty.com/doku.php/pattern:level pattern and rpg-design-patterns.speedykitty.com/doku.php/… (which brings us back to the 'jumping to level athletics' bit I mentioned earlier).
May
18
comment MMORPG with level system like The Elder Scrolls
The though of an mmo where everyone constantly jumps to level their ahtletics skill is both amusing and terrifying.
May
18
comment Which is the best LOD method for planet rendering?
vterrain.org/LOD has a lot of information on the topic of terrain rendering. The section linked lists papers & other sources for level of detail algorithms. vterrain.org/LOD/spherical.html deals with spherical grids (e.g. planets).
May
15
comment How to prevent the “Too awesome to use” syndrome
There's a large difference in how common ammo and/or health items are in different games, with unlimited ammo in arcade-style titles (e.g. the default gun in any shmup) on the one end of the scale and 'better make that last round in the mag count' scarcity (e.g. titles like Metro 2033) on the other end.
May
13
comment exporting bind and keyframe bone poses from blender to use in OpenGL
In blender > 2.6, you can use bpy_extras.io_utils.axis_conversion (see: blender.org/documentation/blender_python_api_2_66a_release/… ) to convert to openGL space.
May
13
comment How to define areas filled with water?
You could try one of the papers in section 'Hydrogeology'(last section on the page) from vterrain.org/Water , but other papers from that page might be interesting too.
May
13
comment How to define areas filled with water?
How is your terrain organized in the engine? There's different techniques for voxel vs. heightmap vs. polysoup (mesh) terrain.
May
6
comment How can I use remote playtesters?
You could build in the option to take a (optional) survey after a certain amount of game sessions have been played.
May
6
comment Alternates to scratch damage to solve combat deadlocking
Also, rpg-design-patterns.speedykitty.com/doku.php/… gives an overview over how different game systems model combat situations and how hit points, wound traits and/or trauma gauges influence combat in theese systems.
May
6
comment Alternates to scratch damage to solve combat deadlocking
The combination of rpg-design-patterns.speedykitty.com/doku.php/… with rpg-design-patterns.speedykitty.com/doku.php/pattern:hit_points and a lack of randomisation leads to the problem described in the question. The problem could be alleviated by using rpg-design-patterns.speedykitty.com/doku.php/… or a rpg-design-patterns.speedykitty.com/doku.php/… .
May
5
reviewed Reviewed Analysis of Mario game Physics
May
5
reviewed No Action Needed Job finding algorithm
May
5
reviewed Reviewed 2D object move & evade obstacle
May
5
comment 2D object move & evade obstacle
Have you tried looking into steering behaviours? red3d.com/cwr/steer provides an overview, for what you want, flocking/queuing behaviours might be relevant
May
4
reviewed Reviewed Implementing vector based movement in a 2d environment
May
4
reviewed Reviewed Implementing vector based movement in a 2d environment
May
4
answered Modern shadow rendering techniques?
May
4
reviewed Reviewed Alternates to scratch damage to solve combat deadlocking
May
4
comment Alternates to scratch damage to solve combat deadlocking
I'd suggest you take a look at "Design Patterns of Successful Role-Playing Games": rpg-design-patterns.speedykitty.com/doku.php/start
May
4
comment Licensing of programs my Problem
For 1. read gnu.org/licenses/gpl-faq.html#WhatCaseIsOutputGPL