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Developer / Design / Re: Best way of implementing this in C++?
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on: February 02, 2011, 04:21:12 AM
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I don't think I quite understand what you mean, but have you tried using heritage? Make an Object superclass, and inside it have all your objects (maybe divided into subsequent superclasses as well?). Then you'd create a matrix of Object pointers and call them from there.
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Developer / Design / Re: The "ugly baby" syndrome in game development
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on: January 24, 2011, 12:09:56 PM
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My suggestion would be to keep iterating, trying to make it more fun, and things will get better.
This. There have been times where I had to think "Well this is crap, but I really don't want to scrap it because I like a certain element about it/I need it done/it would be too much work to start over, so what can I do with this poor excuse of a game to make it pleasant?" That, and recruit a lot of testers.
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Community / Writing / Re: Attempting a plot twist Vs. Utilizing dramatic irony
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on: January 24, 2011, 04:21:41 AM
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For a game, if there's a change in plot there should also be a change in control, physics, goal, or something that makes it feel different. Bishock's twist was great for a film, but did little gameplaywise. So I guess you need to ask for your game what changes with the climax, and what all would that effect?
I agree with this. One of the things plot twists in video games generally don't do, is make the player think "I wasn't expecting this, so this makes everything different". Taking the Bioshock example: we find out that Ryan isn't the true "bad guy" behind all of that, but our goal still doesn't change and we keep moving forward and killing people, working towards the same goal we had before figuring it out: getting the hell out of Rapture and killing (mostly) everyone in the process. Perhaps a plot twist works better with open-ended games, where you can forge your own goal. Perhaps you find out that your friend is actually one of the bad guys, and you can choose to kill him and keep killing bad guys to achieve the goal A, or you can say "oh fuck it, I never liked my kin anyway" and side with your buddy and kill your people (either by plain killing or changing gameplay, like making a bomb or a virus, I don't know), therefore aligning with the bad guys and achieving goal B. The player must understand that goal B isn't necessarily bad; it's just different.
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Developer / Design / Re: Advanced AI in side-scrolling game?
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on: January 24, 2011, 04:11:32 AM
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Yes it does o_o @TheZorg: It certainly has some limitations, but the lack of third dimension can be an advantage because it may make things simpler. You still have to worry about ducking, peeking to see the the player's position, preserving ammo, running away and hiding; but you'll only have to worry about if the AI character does it forward or backward, up or down. Come to think of it, hiding in a 2D platformer wouldn't be too effective unless you had an active FOV or something. Otherwise you'll always see an enemy, even if it's hiding behind cover. In short, it's possible but it has its own series of problems that don't happen with 3D (as Triplefox said) but it also has its own series of advantages (mostly simplicity I guess) that 3D doesn't have.
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Developer / Design / Re: Definition of Metroidvanias?
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on: January 13, 2011, 07:49:15 AM
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I think Metroidvania started off as a definition that people jokingly associated with later Castlevania games that featured heavier Adventure game elements and a progressive exploration of a big, single level (progressive being, you need to collect a certain power-up or ability to progress a certain way). I guess Metroidvanias are Adventure Platformers with a bit of "whipped cream" on top. That whipped cream is the non-linearity of the level and some RPG elements like leveling up, or equipment.
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9
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Player / General / Re: Post your loot!
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on: December 31, 2010, 03:03:44 PM
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- A Playstation 3 with Uncharted 2, God of War 3 and Demon's Souls;
- Black Clouds and Silver Linings - Dream Theater.
It's not my favourite record, but I'm not one to whine. It's Dream fucking Theater, after all.
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Developer / Audio / Re: How to get a game name announcer voice?
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on: December 28, 2010, 07:19:18 AM
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Or you could record someone with a normal voice and pitch the recording down. That's how they did it in Quake 3. The announcer is someone from id, Tim Willits I think.
I didn't think of pitch-shifting back then because I like my balls natural. Woah. Yeah pitch-shifting is probably the way to go.
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Developer / Design / Re: Games that go on forever
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on: December 28, 2010, 03:05:05 AM
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I guess I prefer a bit of both, like in Torchlight where you have the main storyline and then an infinite number of dungeons. Not sure if it's the best example since Torchlight doesn't have a very strong storyline, but you get my idea. I like to have a goal, and something to look forward to, but I also want to play the game indefinitely if I like it enough.
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Developer / Design / Re: how u cure bord...
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on: December 24, 2010, 07:56:10 AM
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Now that I think of it, I could benefit something from this thread. Like presenting alternatives to the player, should he/she become bored with the flow of the game. The first part I'd do would be improving the main game of course, but adding candy like unlockables and mini-games could work.
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Developer / Design / Re: how u cure bord...
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on: December 24, 2010, 07:42:49 AM
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He is not a troll.
I moderate several gamedev forums with Indian and Pakistani visitors, this is their standard english and style of writing (including the shortness).
Not particularly the English but more like making a thread in the Design section asking how to "cure bored".
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Developer / Design / Re: Best way to start a game.
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on: December 23, 2010, 03:26:27 AM
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I start my games from two somewhat opposite situations: - I spend a lot of time playing the games that I like and thinking about what would be my ideal game. Take a game that feels perfect to you, and think about how would you improve it, even if it involves adding a freaking tank simulation gameplay branch;
- I come up with a seemingly unrelated and random idea, and I think of the best way to put it in a game: A game where you have to fend off bad guys and solve physics-based puzzles solely by farting, controlled with your mouse? Why the hell not? Just make sure to work on your idea so it becomes enjoyable to play, instead of being just "that game with that farting guy".
Usually I start from there. You can say that the first situation is "forced" whereas the second isn't, but I like both. I actually prefer the first one since I like to stop everything and just devote some time thinking about a kickass game that I'd enjoy making and playing. The art style, story and other aspects come later, usually from necessity or ideas that come to mind. Also, if at any time you feel like you don't want to work on the game on a given day, at least draw a bit or read an interesting book. That will keep you motivated with the game you're making, without necessarily working with it (programming or doing specific character animations or sound effects). Who knows, maybe you'll get the motivation from just drawing a random thing or reading that funny book.
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: December 20, 2010, 02:41:42 PM
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I've already posted a bit around here, but since this is "obligatory" I might as well introduce myself. I don't want to get in trouble! I'm João, 21 and on the second year of my Computer Science and Engineering major. I'm still undecided on my Master's but it'll probably have to do with multimedia and design (since I'm not into networks or managing). I have experience with programming and quite a few ideas to put into practice, so I'm fiddling with every opportunity and engine I find, to see what fits me best. Ever since I was a kid I liked "making" stuff, whether it was building contraptions out of wood (none of them worked, surprisingly!  ), drawing a lot, or even doing my own simple games or screen savers (or Screenmates - Anyone remember those from like 10 years ago?  ). I first started with RPG Maker and early Game Maker builds, but I've always wanted more control over my games and I didn't know how to actually program or develop so I was discouraged after hitting a few obstacles. Regarding the games I play, I pretty much enjoy almost every genre, but I have a special fondness for mindless FPS and platformers, and more recently Metroidvanias. Seriously, I love shooting virtual people in the face and not worrying about strategies or story, hence my love for Borderlands  That said (and I'm already rambling too much), I hope you guys get to see the games I make, which implies I'll actually release a game or two.
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Developer / Design / Re: Why TrapThem-physics have never been done before?
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on: December 18, 2010, 04:51:34 AM
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That kind of physics is too specific for a certain type of gameplay, and I'm sure people have thought about it, but decided not to implement it because they felt it wasn't fitting the game they were making. You ended up pimping your game anyway, but it's alright because the idea looks cool 
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