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1411259 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 01:05:02 PM

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261  Developer / Design / Re: Damage System For Non-Descript Action Game (FPS?) on: June 30, 2008, 09:49:37 AM
I know there was a couple of attempts to do this on a pen and paper game, but obviously the details were just too much to make it fun. Even in code, while it makes sense for realism, might be rather hard.

A good example is a broken leg. Say a simple fracture instead of a nice and messy compound fracture. You have your base level pain as you described, but broken bones really only stop hurting when you stop using them. As soon as you try to manipulate it, there is the point it starts hurting all over again. Smiley Not that I speak from experience. *cough*

If you try to simulate that, you would need to separate your dull and sharp pains (as you described them). That would be in addition to your blood loss and maybe even fatigue (or slowly building dull pain, your choice). You could put them on the same bar (pain = dull + sharp) but they would definitely have different recovery levels. And it would be separate from the actual damage (broken bone) as opposed to the pain produced by a broken bone. In other words, you can stop feeling a broken bone if you stop messing with it, but it takes a lot of time of rest for the bone to stop hurting through rest.

Now, using pain would help with the common trait of trying to recover health. I remember reading a book that explain that we don't really see health as a recoverable, which is why games use healing potions to heal people. Don't remember the book, sadly, but focusing on the pain might get around that and allow a form of limited regeneration.

I assume the 20% and 5% bloodloss are relative to the critical point? Because, humans don't deal with well only 5% of their normal blood pressure. We call those zombies. Tongue Or just corpse.

Overall, unless very well done, this might not appeal to people who like abstracted systems (not your left pinky is at 55%) but for realistic situations, it might be fun, though frustrating while playing as a character (at least for me). I aim like a spastic with ADD and doped up on speed now. If I had to compensate for pinky (exaggerated for effect) damage, I wouldn't get through the first stage. Smiley

Just ideas and comments.
262  Community / Procedural Generation / Re: PGC - Voting! on: June 30, 2008, 05:20:37 AM
Well, my heart was just crushed. Thanks. Tongue Oh well... :D
263  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 30, 2008, 05:16:25 AM
There was this Doom mod once, that simulated a Linux console or something of the sort. Every monster was a process and killing the monster killed the process. That way some sysadmin was gaming and doing his work at the same time.

Of course, the thing was kinda limited as it transformed all processes to monsters, not just the ones you want to kill.

Edit:
Found the thing again
http://www.cs.unm.edu/~dlchao/flake/doom/
http://www.cs.unm.edu/~dlchao/flake/doom/after.html

Nothing says BOFH like using the shotgun to blow away every process in the room.
264  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 27, 2008, 10:24:15 AM
How about a Dogma 2001 competition?

I could jump on that one pretty easily. Though, I'd have trouble with one of them. Smiley

EDIT: Make that two. I like side prospective games and I don't know how picky "side scroller" is since I consider Kyntt Stories a side scroller.
265  Community / Procedural Generation / Re: PGC - Voting! on: June 27, 2008, 05:18:08 AM
I copied the results into an excel spreadsheet, case anybody wants it - it includes the number of votes each game got Smiley

By the way, if I haven't said so already, thanks to everybody who voted for Self Destruct - that's a lot lot better than I was expecting to do!  Beer!

If I got less than 3, don't tell me. Smiley
266  Community / Procedural Generation / Re: PGC - Voting! on: June 26, 2008, 07:41:17 AM
I'm fairly sure it got around 3 votes or so. Sorry that it wasn't better. Sad I myself couldn't play it properly. I guess people were having trouble with it, though I doubt the game itself is bad in anyway.

Very cool! I wasn't sure if the game was entirely horrible, but 3 votes means 3 rounds of improvements, then a review of where it is going from there. And I'll add it formally to my list of things to work on (redoing my mfgames site when I get back into my apartment).

I knew there was some trouble with the game, I got really rushed at the end and I'm using a platform (C#/Tao/Sdl/OpenGL) that still isn't entirely polished across all three platforms I aim for. So, I'll add the things I think will make it more enjoyable, do the ships properly and add more depth to the game. Not to mention all the scoreboard things that got pushed aside because of the "OMG, I sux at programming and I'm out of time" that happened. :D I also need to polish my game framework just a (lot) more until it gets solid.

Thanks!
267  Community / Procedural Generation / Re: PGC - Voting! on: June 26, 2008, 07:02:12 AM
*pout* It hurts to be on the bottom. Not surprising, but still hurts a bit. Oh well. At least I finally entered a game writing contest this time, which is a first for me.

I missed the count for the votes, did Running Bomb get no votes? I promised to add one major feature/correction for every vote I got with the game.
268  Developer / Technical / Re: I need an adult. SDL and C++ on: June 25, 2008, 05:28:44 AM
Development wise, I got with the Unix school of thought. One class (for C#/C++) or function that does one thing well. If you have a big monster method, then break it up until it does one thing well.

For the endless iterations of my sprite library (which includes Java, SDL, C#, Gtk#, and Tao.Sdl in various forms), I ended up going with a few classes to handle every little bit. For example, a sprite container which lead into a bounded sprite container (which let you hook the camera up), and then into the box model. A lot of it depends on how you organize things.

I'd recommend you grab a book on design patterns (or use your google-fu mastery) and scroll through them. If you know what you want, then just reading them, you can say "oh, that's what I want!". At least,t hat is how I start some projects.

As for writing, sorry. I'm in writing phase right now, so no codies outside of work. Tongue
269  Community / Procedural Generation / Re: PGC - Voting! on: June 25, 2008, 05:18:41 AM
I'll agree. I want all comments, positive or negative, but don't bring in my heritage. I get it a lot with writing, either no comments or "I don't want to hurt your feelings", but really the only way to grow and improve is to get knocked down, kicked in the groin, and then helped back up. Smiley
270  Player / General / Re: You know you're playing a JRPG when... on: June 24, 2008, 10:17:22 AM
Whoa, I just realised that FFXII and FFX-2 are different things.

Carry on.

Yeah like... I never played X-2 (and I'm happy about that) but XII is actually one of my favorite entries in the series.

There were some really nice things about X-2 and some really lousy things. The dress spheres were fun, except for the ones you had to do the following 12 things to get one of the nice ones. And the leveling of the spheres, coupled with the difficulty of the power suits. But, I played it right after Radiata Story and I really hated the "make a decision, in 100 hours, you'll find out the results" that both games have.

Though, it was nice to see what happened to Lulu. Smiley And the main female (name fails me) got a damn backbone! *grin* Though, the calibration of towers was... um... stupid. Just a "hit the button that matches the screen, now... faster!"
271  Community / Procedural Generation / Re: PGC - Voting! on: June 24, 2008, 05:11:28 AM
And now you learn that awesomeness is a double-edged sword. Wielding it requires much responsability: you never know how deep it'll penetrate your public. Of course, you can paliate to the fact that the game wasn't ready for the compo by starting a thread about it and posting screen shots on a weekly basis along with the project development status. Cool

Bah, I always start a thread when I try. Sometimes the path trying to succeed is just as important as actually finishing. Smiley That and this is my first contest I actually got something I could enter (though I still want to finish my 4E* entries).
272  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 23, 2008, 05:15:56 AM
I like the comp one (also related to the 100 ideas). Peaceful game are always nice, or at least non-violent. Coop-devel, on the other hand, is rather difficulty, mainly because I'm pretty inconsistent and it would be just rude to make someone else suffer.

I like the idea of a non-violent competition. Everything would be peaceful in the land of Tig...

Heaven and Earth, an old computer game, was pretty peaceful and occupied most of my office for about three months when it came out. Smiley
273  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 20, 2008, 06:05:44 AM
Also remember Rag-Doll Kung Fu's soccer stage. That was pretty fun (though I sucked at it).
274  Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA] on: June 19, 2008, 11:05:58 AM
Concerning falls, the thing I kept thinking about was "My First Skydiving" and the broken bones as a measure of hitting things and eventual death. Might have been slightly different if you got injured from falls (the higher the fall, the more injured), but it may have been a bit subtle for some. Regardless, I found it enjoyable despite my constants splats. Smiley
275  Player / General / Re: You know you're playing a JRPG when... on: June 19, 2008, 08:21:12 AM
WTF
how do those even stay on...!?

Spirit gum. Smiley
276  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 18, 2008, 06:03:15 AM
I like Burbank's idea. Smiley And the idea of creating variants of an old game from yesteryear (but that was mine Tongue). Just don't do Burbank's idea in the next 30 days, k?
277  Community / Procedural Generation / Re: PGC - Voting! on: June 17, 2008, 10:49:56 AM
You wait until your appartment isn't flooded anymore to play indie games?

I see, you still have to learn very much, young Indiewan.  Gentleman

Tongue Na, I'm too lazy to go down the Interstate for 3 miles because it will take me 2 hours to do so. And there is this whole "we will arrest you if you swim" though I considered it.

Though, in hindsight, when I said "I won't miss my laptop for a few days" I may have had a... overly ambitious belief in my willpower concerning a computer addiction. As such, I've been without a real computer for the last six days.

On the other hand, it would have been a REALLY good time for a demake since my in-laws have a Windows 98 machine with a whole 64 MB RAM and runs at the blistering pace of 300 MHz. A friend of mine gave me "Master of Magic" to occupy my time until I get the Internets back. And that is stressing the machine a bit. Smiley

Though, I now have this desire to remake Master of Magic. Imagine that.
278  Community / Procedural Generation / Re: PGC - Voting! on: June 17, 2008, 05:58:05 AM
I'm waiting until that magical point when my apartment isn't flooded (Cedar Rapids, IA) so I can play said games. As such, I only have 5 I could vote on (because I won't vote on my own game).
279  Community / Procedural Generation / Re: PGC - Voting! on: June 12, 2008, 06:08:19 AM
-Running Bomb                     ----->couldn't make it work

Have you installed .net 2.0

Yeah, because while I don't use XNA, I did write Running Bomb to need the .NET 2.0 framework.
280  Community / Procedural Generation / Re: Procedural Generation Competition on: June 11, 2008, 11:10:10 AM
I noticed you can't change your entries though. Not sure if that was intentional, but I was curious and clicked "submit" and now, apparently I don't love my own game (which I would vote for anyways) and I only used 2 of 6.
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