Questions tagged [game-mechanics]

A set of rules that govern an in-game experience. Game design is an effort to come up with game mechanics that allow for players to have a fun and engaging experience.

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What do you use to support multiplayer turn-based network game for iOS and Android games?

If I'm doing a turn-based card game, what kind of technique do you use to support multiplayer gameplay over Internet? Is it socket? If it's socket, which SDK (CoronaSDK etc.) can provide solid ...
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How can I predict player-to-projectile collisions in Box2D?

I'm making a real time shooting game with Box2D as the physics engine. The gameplay is mostly about trajectory, like Angry Birds. I want to make a slow motion effect and move camera to the player when ...
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Character Stats and Power [closed]

I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For ...
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Designing AI in a 1 on 1 battle similar to Pokemon

I am designing a game where the battle system is similar to Pokemon. That is, a 1 on 1 battle with only a few (4-6) moves to choose from. As the game is taking shape, I'm starting to think about some ...
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Representing realistic population

What's the best way to represent a realistic population number (e.g USA:317,569,000) in game? For example, Civilization your city has 1 Citizen. Obviously, a city can't just have one person in a city ...
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Why have the player pick up loot manually?

From a game-design perspective, I was wondering what the mechanic of manually picking up items off the ground does for the player. Keep in mind that items that fall on the ground can most likely be ...
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1answer
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Spaceship interiors: How to approach, implementation-wise?

I'm creating a 3D space game using Ogre3D for graphics with C++ and one of the features is to be able to freely wander around spaceship interiors, but I am lost with how to implement it. Here is what ...
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How can I distribute powerups “fairly”? [closed]

I'm implementing a Bomberman-esque game in which players try to eliminate each other on a square tile-based arena. I'm currently implementing powerups that give the player who collected them a bonus (...
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How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
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Orbital mechanics: orbit as a function of time. Universal variable formulation?

I am trying to model a two dimensional orbit for a two body Kepler problem but have gotten stuck when introducing the time variable. For a satellite with known semi major axis (a), eccentricity (e), ...
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Turn-Based RPG Battle Instance Layout For Larger Groups

What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: The player ...
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1answer
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Successful Elements to a 4X Game

4X games (That is, Xpand, Xplore, Xploit and Xterminate) like Civilization, Sins of a Solar Empire, and other top Strategy games, all seem to have the same addictive hook. I'd like to know what ...
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Level Implementation

I recently started to create a sidescroller game, for learning purposes. While creating several levels for it, i stumbled upon the question, how to implement these levels into my game. I made (and i ...
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4answers
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What games benefit strongly from using motion controls? [closed]

A lot of games use motion controls, be it Wii, Kinect or otherwise, but for most of them, this control scheme seems forced. What are the games that benefited the most from using motion controls (as in,...
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How can I implement large moving “colossus” characters that also act as environmental objects?

I'm curious how enormous characters that act both as entities and environments are implemented. I'm thinking of characters like in Shadow of the Colossus which move, but which the player can also ...
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Simultaneous events in a realtime system, where processing order causes different outcomes

I am working on a realtime dungeon crawler, focusing on a relatively complex and flexible skill system. Somewhat similar to MMORPGs with many compound spells, area effects, buffs/debuffs, ect. I am ...
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Modern Loot Table Concepts

First, allow me to apologize, because this is going to be a fairly long post. I've given this topic a lot of thought, and even experimented with concepts and previous implementations. When I imagine ...
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1answer
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Conceptual question regarding Belief-Desire-Intent agent

I've been researching the Belief-Desire-Intent model and the way they used it in the original Black and White Game(which is the same, but they also defined decision trees as opinions). I have a ...
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Dialog/event system in Java/libGDX

I hope that I'm posting this correctly as I'm new to the site, feel free to correct me if I'm in the wrong spot. As for my issue: I'm working on an 2D side-scrolling platformer game in libGDX, and I'...
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Collision detection between circle and rectangle in 2D

In a game im developing in 2D, im have one or more circles (balls) that can collide with several rectangles (bricks). Im trying to figure out a collision detection strategy, and have come up with ...
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Are there any good articles that layout the evolution of game development techniques?

I'm just getting into coding up some 3d rendering apps and I'm considering taking the jump into interactivity. While developing I've learned about Euler angles, gimbal lock, quaternions, frustum, ...
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Letting the user draw a Polygon Body and Image

In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices ...
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5answers
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How to implement zombie AI?

We need to make a zombie videogame for a semester project and I was wondering about what are considered nice algorithms/techniques for implementing zombie AI that don't take too long to implement. ...
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Is it useful to monitor framerate over the course of an arbitrary (but long) period of time?

How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments? I've had plenty of times where data throttling/pushing ...
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4answers
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In a casual top-down racing game, should collisions affect the car's engine? [closed]

Is there a way to deter players from colliding with obstacles in a top-down casual racer which keeping the game fun and lighthearted and yet make player's skill matter? Should collisions affect car ...
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Are random events beyond players' control necessary for “strategy” games?

By "random event" I mean critical hits, misses, random variation in some kind of result etc. Examples of these include the accuracy mechanic in XCom; critical hits and accuracy chance in Darkest ...
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Decoupling input from game states / entity behavior

I'm looking for a way or general best practice advices for decoupling the architecture of my game, in the example below the input from the current game state workflow / entity behavior. While I'm all ...
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7answers
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What game mechanic can I use to show that the player character is bored?

I'm designing a part in my game where the player must notice that his character feels bored about a certain mundane task he is doing, without being boring for the player. By observing the game ...
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android multitouch problem

Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it ...
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3answers
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How to start with more complex games? [closed]

I'm a new game developer and I have already finished Pong, Breakout and Snake. I want to start with strategy games, where do I read up on that? What ideas should I wrap my head around? I like games ...
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1answer
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What should “own” the battle state in combat between the player and NPCs?

I have a Map, a Tile, NPCs and the Player. When a player enters a tile in the map, a moveTo event is fired, which calls for any NPCs associated with that tile to be "activated". Those NPCs may be ...
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Bubble shooter search alghoritm

So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point,...
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Pokemon Battle System A.I

For my newest project, a Pokemon fan-edition, I need to collect much information on the game mechanics. So I need to know a few things about the A.I. implemented in the games. For the sake if ...
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Should I code game logic separately from game engine scripts

I'm developing a game in Unity3d, economic strategy. I wonder if I should code logic inside unity scripts, or write it as an external module/library? By game logic I mean game model, which describe ...
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1answer
457 views

How to balance a ball on a rotating plane?

I'm doing some research and I really don't want a physics engine when a simple mechanism will do. I have a ball that will be balanced on a plane. The ball will always be "stuck" to the plane and ...
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Character progression through leveling, skills or items?

I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game ...
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1answer
541 views

Literature about Open World Games, Freedom to Choose [closed]

I'm doing a diploma thesis about the development of games with freedom to choose or open world. Topics will be i.e. development issues in programming and the design itself, mechanics etc. For that I ...
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Need a better function for transportation efficiency

I'm making an economic kind of game, and one of the things I'm simulating is the transportation of resources to a central depository, e.g. moving metal from a mine to the city (so it can be turned ...
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1answer
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How to make sure that the set of randomly spawning obstacles is passable?

Prompt Suppose we have a little mini-game where you have to avoid incoming obstacles by moving the blob up and down at a constant speed. The blob's x coordinate is fixed and the obstacles will spawn ...
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Implementing strafe jumping

As a Defrag player, I would like to add advanced movements to my (simple) game, in particular strafe jumping. I currently have basic fps movements (WASD and free look to be clear), but how can I add ...
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1answer
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Implementing Wall Jumping

I've read this wall jumping question but I'm having trouble implementing it. I've gotten as far as implementing a timer that controls when wall jumping is possible. Right now, if I go up against a ...
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2answers
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How to store 'dots and boxes' data?

I'm trying to explore a little as to how I could make a simple 'dots and boxes' game. The problem I'm facing is in what way to store which lines are allocated by who. The problem lies in the fact ...
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Game AI move towards player while avoiding an obstacle

I'm trying to move enemy towards player, while enemy also tries to avoid an obstacle if it's in its path. Here's a simple illustration of what I want to do: What I've tried: Making circular ...
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1answer
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Can a behavior tree represent the same logic as a finite state machine?

So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is: Short: Can everything done in an FSM, be ...
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How to do simultaneous action without it being real time?

This is really a pacing question, but there's no tag for that: The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
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3answers
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Building an instance system

I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, with its instances (dungeons/raids/etc). ...
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How should I plan RPG battle mechanics?

I'm working on two RPG battle mechanic ideas. I haven't chosen a game engine yet. Before starting to write code, how should I plan their details? Should I draw and write on paper? Should I write a ...
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3answers
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Serialization of objects problem

i have a problem with serialization (saving and loading game variabiles), when i save evreything seems to be saving correctly but when i try to load it only detects first 3 objects i saved and the ...
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2answers
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Can the player character and static entities use behavior trees instead of state machines?

When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...
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Java - Best Implementation KeyListener For Games

I am working on a game using only the swing and awt packages. Note I can only use the default Java libs. Meaning I have to use KeyListener. I have imported KeyListener properly, however, it is still ...

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