Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411363 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

April 12, 2024, 10:03:47 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 2 3 [4] 5 6
61  Community / DevLogs / Re: Preservation on: May 30, 2010, 07:07:55 AM
Thank you for the write up. It's nice to ponder some design suggestions since I've mostly been concentrating on the technical side so far.

Some kind of "leader/follower" concept would give this idea more balance - some kind of medium-sized shape that's also largely influencial (in a mutually beneficial way), but not as prone to changing, itself. As more similar ones flock together, the bigger they all grow from being around one another, but "leader" figures are nearly immune from one-another's influence for awhile - you'd have to isolate* and "shrink" them as a result, before they could be reinfluenced.

*By "isolate," I mean have it close to alone, but still surrounded, well-within the opposing influences' range. This way, it would have to "shrink itself" just to move around. Being totally alone with space to grow will probably result in it naturally becoming "the colossal triangle."

This is something I've thought about before, although I hadn't fleshed it out as much as this. Basically, if an influential personality is left in isolation it is currently useless, having nothing to influence. It will seek out followers though. If an influential personality is in a culture (or "has followers") it will grow to a size determined by the number of followers it has, which will in turn allow it to "fit" more followers in to it's culture.
Also, cultures will be required to have a leader (no anarchies, I don't think a pure anarchy in the real world is possible anyway). If a leader dies or leaves the personality with the next most influence to be the new leader of that culture.

Quote
And while the players can shape/manipulate the "leader" figures, the fact will remain that many "follower" figures are nigh-uninfluencable (IE: you can't drag/move them directly, only consequently by moving their "leader" figure), until grown to a certain size. So the catch becomes that you have to "bond" followers to leaders to build (a few of) them into more leaders, and then get them rearranged and reinfluenced before they all stagnate into sameness. And followers' mobility will be considerably nerfed compared to leaders' potential, so when a leader moves, it's likely some will be left behind.

I love this idea. It adds a lot of interactivity to a design that is sorely lacking in the "player" aspect. Leaders will be clearly designated by some kind of marking or different color outline.

Quote
A universal range limit will force highly-populated followers to "fight one another" for available space within their leaders, and as leaders overgrow, it will push more of that space out. So the bigger and more influencial a leader gets, the more consequently dangerous it becomes to it's once-loyal followers; and to the followers altogether, since they'll be more strongly influenced as a result of it's bigger size. To effectively use a bigger range, it will have to develop more leaders that work together. (IE: create "multiple-culture communities," which in turn may be partially influenced in different directions in regards to other leadership figures in different vicinities.)

My idea for fighting in the game had been strictly intra-culture. But, your idea of "multiple-cultural communities" is cool. It's something I'll definitely think about.

Quote
If you want something -really- wicked, you can also add a breeding influence, too - ones well within the "culture" will produce more culture-specific breeds, where ones on the outsides will result in more cross-breeds (which when given space, can result in more leaders), but that's getting way ahead of this, maybe.

I've actually put a breeding mechanic in to the design already and it's actually pretty simple compared to the other interactions I have planned.
62  Community / DevLogs / Re: Preservation on: May 29, 2010, 02:11:06 PM
Three random personalities, looking better.


Not much to talk about for this update. I've mostly been doing some code organization and planning stuff. The personalities can now grow and shrink though. That's the main difference. Oh and their outlines are 0.5 units wider.
63  Community / DevLogs / Re: Preservation on: May 27, 2010, 10:33:23 AM
I got the code that randomizes personalities working somewhat. It took me two tries. The first try involved a loop but I quickly realized that it wouldn't work when the points of my random polygon were way too random resulting in some really crazy looking personalities(sorry I didn't take a screenshot of it). For my second try I'm entering random numbers line by line for each point so that I can confine each point to it's own little area and "massage" their randomness.

Well, it's going to need some more massaging because now they don't seem random enough.
Here are a few examples:

At least there is some nice variance in color.

They'll need a bit of work but they'll do for now. I think I could spend forever trying to get them to look right so I have to stop myself.

Time to move on to other things.
64  Player / General / Re: I want floppy disks back ;_; on: May 26, 2010, 10:26:02 AM
At least the floppy disk will always live on as the Save icon in virtually every application.

So true, I bet many young kids today scratch their heads wondering what the heck that little icon represents.

This happened to me when I was a programming tutor. The guy I was tutoring had never used a computer before and when I told him to "click on the disk to save" he hesitated for a few seconds. Then I thought about it for a moment and said "click that blue square".
65  Community / DevLogs / Re: Preservation on: May 25, 2010, 10:54:51 AM
Thank you! Smiley
I was thinking of having challenge based levels.
Two examples of these would be:

-Preserve x amount of cultures for x amount of time

-Make a culture that looks like x personality (a prototype). Then you're graded on how much your culture resembles the prototype.

Edit: I improved the vertex "skipping" problem by the way. Turns out GL_POLYGONS don't do concave. I turned the personalities into a series of connected GL_TRIANGLES and now the personalities have a lot more flexibility.
66  Developer / Technical / Re: GL_POLYGON "skipping" vertices on: May 25, 2010, 10:30:05 AM
Got it. Thank you guys.
I guess i'll just have to look for another solution.
Thanks for the tip muku.
67  Developer / Technical / Re: GL_POLYGON "skipping" vertices on: May 25, 2010, 10:18:22 AM
Then how am I able to have a concave part elsewhere in my polygon?

Am I wrong to think that the blue polygon (in the video) is somewhat concave on the bottom?
68  Developer / Technical / GL_POLYGON "skipping" vertices on: May 25, 2010, 10:05:40 AM
Here's a video of my game:




I'm have a problem with it though. Sometimes my GL_POLYGON will "skip" a vertex and just draw a straight line between the previous and next vertex. At the very beginning of the video if you look near the lowest vertex of the blue polygon you can see how the color blue is spilling outside of the polygon's outline. It usually happens when the vertex is "inside" the polygon. Where it should be a concave part of the polygon it just flattens it out, but only sometimes.
 
Question:
Has anyone else has had problems with openGL "skipping" vertices? If so, do you know what's causing it or how I can fix it?
69  Community / DevLogs / Re: Preservation on: May 25, 2010, 09:52:40 AM
Ok, so I made some good progress so far today. I wrote the code that normalizes the personalities to the average between them. Here is a video of it:



I'm have a problem with it though. Sometimes my GL_POLYGON will "skip" a vertex and just draw a straight line between the previous and next vertex. At the very beginning of the video if you look near the lowest vertex of the blue polygon you can see how the color blue is spilling outside of the polygon's outline.
 
Question:
Has anyone else has had problems with openGL "skipping" vertices? If so, do you know what's causing it or how I can fix it?

I'm going to post about this over in the help forum also.
70  Community / DevLogs / Re: Preservation on: May 24, 2010, 11:30:56 PM
New screenshot:


Those numbers on the side are for debugging. They represent the average between those three figures(personalities) you see. Red, green and blue are the color levels and the "p" ones are the points in the geometry of the figures. Each figure has 12 points but I just have them set up in the default constructor to be orange squares right now. Those numbers really are the average, honest!

I got a lot of work done on the culture class today. Those three personalities are part of one culture and they are moved(no, they don't move yet), drawn and have their average calculated by it now. Next thing i'll work on is having the personalities normalize to their average.
71  Community / DevLogs / Preservation on: May 24, 2010, 09:28:26 AM
Hello, I have been trying for a while to decide whether or not to start a devlog for this game. I didn't want to start a devlog and then have the project fail. A lot of you probably know what I mean. Smiley

Well I finally decided that it would be better to get this out there than to sit on it for a long time trying to get it to a presentable level.

I'm working on a game that is about preserving cultures. There will be figures on the screen that differ randomly in shape, color, size and movement. They may also have a random design in their middle.

Here is a mockup I made a while ago.

Basically, your goal is to try to cultivate as many cultures as possible while keeping them from becoming stagnant. If they become stagnant the personalities contained within them begin to fight and eventually kill each other.

You can either let cultures create themselves as they move around the playing field or you can draw a temporary wall with your mouse around a bunch of personalities and make them gravitate towards each other. To stop cultures from stagnating you need to add new personalities to them.

A personality's size is directly related to the influence it has on other personalities. That huge yellow triangle, if it gets near other personalities, will quickly start to make them exactly like itself instead of letting them slowly change each other.

Below is what I have done so far.


Notice the smooth OpenGL rendering...  Well, hello there!

Development tools:
Visual Studio 2008
C++
SDL
OpenGL


I was just working on getting the personalities setup nicely. Now I just have to finish the culture manager class. I'll post more then.
72  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 09, 2010, 02:57:16 PM
Yeah, bad thing it's finals week. Bye bye 4.0 GPA.
Just kidding.
Hopefully...
73  Player / General / Re: I cannot believe I never saw this Zelda commercial. on: May 09, 2010, 06:54:30 AM
Someone please make a feature length Michael Jackson inspired Zelda musical... NOW!
74  Player / Games / Re: DIYGamer: Indie Games Tournament 2010 on: May 09, 2010, 06:50:55 AM
NO!!! How can N lose to Minecraft?!!?!  Cry

I have gotten days upon days of enjoyment out of all the N games. Minecraft on the other hand, while cool, I only played for about an hour or two.
75  Community / Creative / Re: This World is our Playground. on: April 29, 2010, 07:58:07 AM
SPOILER: I thought "chanqed" looked a little weird...

Nice one! Hand Thumbs Up Left
76  Community / DevLogs / Re: Adventures of Life [Re-write in progress] on: April 17, 2010, 07:41:32 AM
So you're a computer? Or are you a person on the satellite using a computer?
Either way this sounds like a lot of fun.
77  Player / Games / Re: Help test Sleep Is Death? on: April 07, 2010, 07:42:09 AM
I'd be interested in testing if the offer still stands.
78  Community / DevLogs / Re: Dawn of Civilization on: April 03, 2010, 06:00:04 PM
Nice! Downloading your big file. I also am surprised it's made in Game Maker.
79  Community / Creative / Re: How do you end a story? on: March 19, 2010, 06:39:09 AM
Sorry Zenorf but that explosion what just a little too modest Yawn.
JK
Big Laff

Edit: Any innuendo in this post was unintentional. I have a knack for accidental innuendo...
80  Player / Games / Re: Games you can't remember the name of on: March 18, 2010, 06:03:12 AM
Thanks!
Pages: 1 2 3 [4] 5 6
Theme orange-lt created by panic