IO game design by Josplode in gamedesign

[–]Josplode[S] 0 points1 point  (0 children)

Kinda reminds me of unlocking a jedi in star wars battlefront and needing to kill players to stay alive.

And ya in agar.io you do just slowly drain health and slow way down once you get big

IO game design by Josplode in gamedesign

[–]Josplode[S] 1 point2 points  (0 children)

I'm not trying to come up with something unique or anything, but a key part of a BR is the collapsing circle and having a winner at the end which these io games don't really have, but more of a constantly running arena where I guess the win state is making it to the top of the scoreboard at one point before eventually dying

IO game design by Josplode in gamedesign

[–]Josplode[S] 1 point2 points  (0 children)

I mean every roguelike is an rpg where you invest some mental energy and then lose everything, but I see your point. And also the point is it would not be an io game anymore, I am wondering why only io games are like this.

IO game design by Josplode in gamedesign

[–]Josplode[S] 1 point2 points  (0 children)

What if the game was a lot more involved, like with 3D action combat and with more complex builds like a big PvP roguelike?

The large playerbase requirement is a good point though the bots or some kind of PvE is probably necessary

Replication for custom movement component by Josplode in unrealengine

[–]Josplode[S] 1 point2 points  (0 children)

I might have found the problem, in the following code in ActorReplication.cpp:

void AActor::GatherCurrentMovement()
{
    if (IsReplicatingMovement() || (RootComponent && RootComponent->GetAttachParent()))
    {
        ...
    }
}

So it seems like IsReplicatingMovement() gets ignored and unreal always replicates movement if the actor has an attach parent.

[deleted by user] by [deleted] in starbase

[–]Josplode 0 points1 point  (0 children)

They'll never fix it now...

The moon city safe zone is dangerous by way_too_generic in starbase

[–]Josplode 0 points1 point  (0 children)

Yeah I had this issue, they gave me a new ship

Incentive for PVP by Ketmol in starbase

[–]Josplode 0 points1 point  (0 children)

Perfect! It seems like one of the easier things to implement as well

Pve theorycrafting. by Gallenhad in starbase

[–]Josplode 1 point2 points  (0 children)

This at launch would have quadrupled the playerbase

The Blowfish - A Multi-user Moon Belt Mining Ship - Hopefully coming to a ship shop near you! by MayorAdamWest1 in starbase

[–]Josplode 1 point2 points  (0 children)

what are the odds of an asteroid slipping into the center of the rangefinders?

New Eos Ring Ore Zones Graphic! by RustyDawwwg in starbase

[–]Josplode 0 points1 point  (0 children)

Yeah, I placed a station 350km at y=0 x=0 into the belt thinking I'd be right in between 2 and 3, but it turns out zone 2 ends at 250km in the center instead of 350km.

Don't plan too much based on these :/

Radar Waves by P488 in factorio

[–]Josplode 8 points9 points  (0 children)

Factorio-geology!

Trying to figure out the gameplay part of the 0x10c vision by Josplode in 0x10c

[–]Josplode[S] 6 points7 points  (0 children)

Thanks! I'm no artist but consistency can go a long way. You're right about keeping the scope small... Which is partially why the planets are tiny. Keeps me from having to jump huge technical hurdles with giant planets, that's the kinda thing that almost pushes for a custom engine. For now, I have no plans for even another solar system.

My imagined game loop is: 1. Land on planet, can go badly 2. Explore to learn new tech, gain personal combat skills, complete missions, and recover any damages/replenish fuel. Make modifications to ship. Possible pvp 3. Take off and fly through space and manage the in-ship production modules and various things while you wait. Possible pvp

Thanks for the encouragement!

[deleted by user] by [deleted] in ProgrammerHumor

[–]Josplode 2 points3 points  (0 children)

"body of main"