11 votes
Accepted

Revenue model for an open-source multiplayer game

How much do you believe in the open source idea? When you are not 100% committed to the free software philosophy, then there are some interesting variants: Release the client under an open source ...
  • 113k
4 votes
Accepted

A* heuristic for use with Goal Oriented Action Planner

Choosing a good heuristic is the hardest part of applying A* in novel situations. Fortunately, it can be fairly forgiving. The "null heuristic" ...
  • 117k
3 votes

What are some basic zoning guidelines for designing game cities?

When developing games, gameplay considerations usually trump realism. Also, there are technical limitations and development resource constraints which limit what you can reasonably achieve. For these ...
  • 113k
3 votes
Accepted

How can I efficiently represent territories and their borders on a map like if it was a Risk board game?

GIS systems actually use polygons for this kind of information, where each "ring" is a list of coordinates, so you can take the same approach. Once your borders are defined in a list of points, you ...
  • 3,775
2 votes
Accepted

How should I handle interrupting the current goal with goal-oriented action planning?

Am I correct in assuming that I should be periodically recalculating the highest priority goal and switching to the highest priority goal if it's different than the existing goal? Yes. If you have an ...
  • 18.9k
2 votes

What would encourage a player to play the both the combat and building aspects of my game?

One of the options is to kind of make it a second game. If you make the "normal job" aspect as complex, complete and balanced as your "adventurer" part (so that it is fun), it will appeal to players. ...
  • 15.8k
2 votes
Accepted

What would encourage a player to play the both the combat and building aspects of my game?

Why not both? Not all adventurers have to be nomads. Going out for adventures and coming home again is a good cycle of excitement and newness with comfort and familiarity. Of course this is difficult ...
  • 339
2 votes

Revenue model for an open-source multiplayer game

Disclaimer: I do find the other answer from Philipp to be excellent I approach this from a much different point of view. I'm going to focus on Magic The Gathering: Online (Mtgo) Mtgo is something ...
  • 819
1 vote

What would encourage a player to play the both the combat and building aspects of my game?

Don't think players will neglect building aspects in favor of combat. Wealth building and customization can actually be a super fun game mechanic, and if balanced right, you could get just as many ...
  • 2,586
1 vote

What would encourage a player to play the both the combat and building aspects of my game?

Consider this: most players play videogames to escape reality and experience the thrill of adventure. That said, it's safe to assume many, if not most of your players would opt for combat over normal ...
  • 2,023
1 vote
Accepted

What are some basic zoning guidelines for designing game cities?

best way to create something realistic is to take your time and simulate the evolution from the original settlement. It'll also create some historical background for the city. You can look for ...

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