Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 06:30:17 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 80 81 [82]
1621  Community / Procedural Generation / Re: Dyson [FINISHED] [2nd patch] on: June 26, 2008, 06:54:33 AM
I'm a bit late to the party here, I just learned of this game because of the frontpage post about the competition results. (I usually don't have the time to go through all the entries, so I just let other people do the dirty work of digging for the gems Wink) So let me be the first one to congratulate you here on your second place (although I think you would have deserved to win, but whatever, that's life). I'm also one of those people who registered on the forum just to comment on this game.

Let me just say I enjoyed it a lot, very slick atmosphere and gameplay that's just right on the complexity scale for a quick game (although I agree with others that the game might benefit from being a bit shorter). Just some constructive criticism from me as well:

- The send interface really needs some work. Maybe you could use the mouse wheel for that as well? So, by default, left mouse dragging would send all seedlings (or perhaps half of them by default), but by wheeling up/down while dragging you could adjust the number of seedlings sent. I think this would be much quicker than the right-click-to-increase scheme currently in the game.

- I also encountered the "C-shaped belt" bug in my game where seedlings would go all the way around the sun. Have you considered using a simple steering algorithm instead of a pathfinding grid? Every seedling would have a vector telling it in which direction to go in order to reach its destination, and asteroids as well as the sun would exert a repelling "force" on that vector with a strength inversely proportional to the distance to the asteroid/sun. This way you wouldn't need any pathfinding at all. It would also make it very easy to keep seedlings further away from planets which are not their destination, by simply increasing asteroids' repelling force. I don't know if you have any experience with that kind of algorithm, but there's a lot of articles about such stuff to be found online. Ask if you want me to go find something for you...

I also liked many other suggestions made here a lot, in particular the choice of defensive trees and auto-send for full planets. Just be careful not to introduce too much complexity into the game, I think its simplicity is a great advantage.

Anyway, I really hope that development will be continued on this game, it has a lot of potential. (Dare I say online multiplayer?)
Pages: 1 ... 80 81 [82]
Theme orange-lt created by panic