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342
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Developer / Design / Re: Thoughts on FPS weapon balancing?
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on: July 20, 2013, 04:02:55 AM
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There was always something supremely satisfying about getting a tripmine, shrinkray, or pipebomb kill in DN3D. Yet even for a game with an utterly and creative diverse weapon selection, things often devolved to RPG shootouts.
A firearm is a firearm.
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343
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Developer / Design / Re: Help with personality driven AI
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on: July 20, 2013, 03:30:32 AM
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"0 to infinity" is sort of a meaningless scale. You're going to have to settle on some kind of granularity, whether or not you expose it to the player. Then, it's fairly simple: assign each move a number of units of probability (values of one are great, really), add each move's probability to get a total, rand that total and find out which move's range the randomized number lands in. Update each move's probability count whenever you change a stat and recalculate the total every round.
So say you have three moves, smash, stun, and throw, and they have a base probability of 2 each. So you rand 6, and you assign the 0-1 to smash, 2-3 to stun, 4-5 to throw. Then next round the fighter's aggressiveness goes up, so he's more likely to smash - you increase his smash probability by 2. Then you calculate a random number out of 8 (4+2+2), and assign smash to 0 - 3, 4 - 5 to stun, and 6-7 to throw.
Scale as necessary.
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344
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Player / General / Re: Standing desk and typing problem
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on: July 12, 2013, 11:44:25 PM
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It's weird to see all this focus on standing desks - in my "day" job, cushy relief mats are a thing to prevent back and leg injury from remaining standing all day.
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345
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Player / General / Re: Does advancing technology still advance gameplay?
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on: July 11, 2013, 09:02:11 PM
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Until we plug right into the nervous system, there's always a possibility that this kind of jump will happen again.
But not this generation. At the moment, it's hard to imagine the Oculus Rift as anything more than a niche thing.
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346
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Feedback / Playtesting / Re: Mammoth Gravity Battles - a turn based 3D space artillery/strategy game
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on: July 07, 2013, 02:18:34 PM
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I don't know whats going on in that screenshot, it looks like the game stopped cleaning up old graphics objects, I've not seen it do that myself... hummm.... I don't suppose you remember what you did to cause it? I held down, I think, spacebar? It's not a major thing, it's that you can initiate a "complete turn" any time bit but you have no regulation on when not to accept the input. Ideally you don't allow the player to complete another turn while they are still watching the effects of their turn.
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347
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Player / General / Re: Problem with Minecraft!
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on: July 06, 2013, 03:18:15 PM
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Just in case this is meant to be a serious thread: Belimoth's "You came to the right place" was a subtle way of telling you that this forum actually isn't the place for this sort of thing. Troubleshooting issues with Minecraft is something you'd want to take up with Mojang support as mentioned, or possibly on minecraftforum.net.
Unfortunately, some members of this forum appear to enjoy trolling threads like these, so you're going to get a lot of misdirection and joke answers. Seriously, guys? Can't we be better than this?
You came to the right place.
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350
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Player / General / Re: Who many of you read the walls of text.
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on: June 29, 2013, 02:02:46 AM
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i'm no killer, never was. i feel a deep seated trepidation every time i come to the end of my answer, because the sad truth is the moment draws near where i become something new, i trundle steadily away from the ideal of my whole self. it overwhelms me at times. murder is such ugly sport. but if you do not tell me what i want to know, though i shall think of this moment with no fondness, and though it shall trouble me for the rest of my days, i will kill you. be assured of this and nothing else. they may kill you too, and you fear this, but i offer you at least the illusion of choice, perhaps a faustian bargain. i'll fuck you up. i'll cast FIRAGA. i'll bring the whole sorry stack of shit down if you tell me who did this. if you refuse to name names, you die. if i die trying and they come for you, you're dead anyway. insert coin. they used to sell glucose laden chews for a penny, you know. inflationary pressure has been so bad for the worker.
I refuse to name names. COME AT ME BRO
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351
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Player / General / Re: Should I stay or should I go?
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on: June 27, 2013, 09:08:24 PM
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What are your thoughts? Do you think moving to the closest outlet is more ideal than making the most of what you have?
I keep telling myself I should go to at least one of the indie gatherings in Vancouver or Victoria (both about 1.5 hrs travel away from me). But I resent people in the flesh. Body language is too noisy. Hey man, I'm moving back to Vancouver in 5 days. If you want to meet up and chat let me know. I dont like doing that either but I've come to realize it's a weakness you gotta fight. I've seen a lot of that here in Japan meeting up with other gaijin developers, usually it works out. Problem with things like full indie is they are too big. Drop me a pm if you are interested. Maybe (probably not). Vostrov helps organize a huge indie monthly meetup in Vancouver though, you should check it out. It's called "Full Indie". Seats always go super-fast; there's tons of indies in Van.
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354
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Player / General / Re: Who many of you read the walls of text.
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on: June 26, 2013, 10:46:48 PM
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i find the idea that we should be trying to *save time* on a message board that is largely a waste of time to be strange... ...since i come here to relax, my main goal while here is to have fun, not to use time efficiently... Says the guy who drops capitalization to save himself a keystroke.
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355
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Player / General / Re: Should I stay or should I go?
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on: June 26, 2013, 12:44:27 AM
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What are your thoughts? Do you think moving to the closest outlet is more ideal than making the most of what you have?
I keep telling myself I should go to at least one of the indie gatherings in Vancouver or Victoria (both about 1.5 hrs travel away from me). But I resent people in the flesh. Body language is too noisy.
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356
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Player / General / Re: Who many of you read the walls of text.
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on: June 26, 2013, 12:23:29 AM
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I usually read them. The user I skip through most often is Eres; he writes much but says little. It's like reading through a Sherlock Holmes deduction - but the Watsonian explanation he explores is typically not required. EG: his earlier post in this thread.
I do read any post I respond to, or even obliquely address.
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357
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Feedback / Playtesting / Re: Mammoth Gravity Battles - a turn based 3D space artillery/strategy game
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on: June 25, 2013, 04:06:59 PM
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It is too hard, yeah. Part of the problem is the FOV / real estate partitioning. You've got this huge star - which is quite nicely done btw - but it takes up 60% + of the playspace. Trying to keep track of orbits and everything the view focused in on this superlarge object is super hard. Another suggestion would be trails of your previous shot and movement? Maybe even interactive trails, highlight and stuff? It's more complex with the two ships to watch. I also couldn't seem to tell a ship to actually move, it just sort of sat where it was and kept firing at empty space. And, there seems, uh...  ... so that happened. It looks very neat, though!
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359
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Feedback / Playtesting / Re: Demand for unique 3d models?
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on: June 21, 2013, 11:28:27 PM
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Making and rigging models could work out.
These models are very distinctive though, they aren't something you could just plug into a game as a normal asset to work with other ones.
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360
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Player / General / Re: Make a game. Sell a game. Naaaahhhh.
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on: June 21, 2013, 11:14:59 PM
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May be I can look into how many downloads the demo has received and how it correlates to the sales. If the correlation is bad I can make the demo shorter.
Bad compared to what?
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