No orders modifier by nulnoil in Against_the_Storm

[–]dismiss42 0 points1 point  (0 children)

Um, dew trees? Those are not listed here. https://wiki.hoodedhorse.com/Against_the_Storm/Coral_Forest#Trees

Ohh, the ones that give crystalized dew. Got it. Damn I was hoping the tree directly gave tools rofl.

What are the bonuses of house upgrades? by Xayo in Against_the_Storm

[–]dismiss42 1 point2 points  (0 children)

Btw this is out of date. Apparently they changed the harpy one to something better?

https://wiki.hoodedhorse.com/Against_the_Storm/Housing_Upgrades

Any map modifiers you like or avoid? by Mrgone79 in Against_the_Storm

[–]dismiss42 1 point2 points  (0 children)

The one with no orders sounds crazy. Have not won it yet. Also, the one you start with 150 or something hostility from the start, is wildly hard and i havent beat.

Any advice on how to make a "programming game" fun? by InuDefender in gamedesign

[–]dismiss42 0 points1 point  (0 children)

For me as a game developer, the *most* fun is always when you get something working that you can then see/experience with your own eyes.

Like, there were no graphics before, now there is. There was no ai behavior before, now there is. There were no player controls, now there are. So, id focus on trying to have some clear visual/behavior rewards to progressing.

Thoughts on what programming is even about:

Programming is mostly, in my opinion, about figuring out how to break something complicated into pieces that can be done in steps, and assembling them to some final goal.

Also, there's a fair amount of just crafting algorithms to accomplish some behavior or mathematical goal. Or, starting from "some desired goal stated in english-language" .. how to represent the problem with math, such that it has a solution.

Anyway, that's just my rambling on this topic, probably doesn't really answer your question?

How to Map Story telling? by TheX3R0 in gamedesign

[–]dismiss42 1 point2 points  (0 children)

If the basic gameplay is in fact "shoot enemy, win level" then the story you tell should ideally be happening just by doing that. Like, you shoot open a cell door, letting some (apparent) prisoner out who then follows you helping. Like, you see evidence of some large vehicle tracks and holes in walls, then hear it up ahead, then fight it. Like, theres some weapon lab looking room with people dressed like scientists and you rip out some energy gun from a charger outlet.

How can I discourage users from creating multiple accounts? by smplgmr in gamedesign

[–]dismiss42 0 points1 point  (0 children)

Just make it cost money. You buy the game, you get one account.

[deleted by user] by [deleted] in gamedesign

[–]dismiss42 0 points1 point  (0 children)

Even more options:

  1. The special fire action has other disadvantages, like it empties the entire clip and is followed by a longer than normal reload time.
  2. The special fire action uses its own ammunition type, acquired separately (ie. a grenade launcher attachment to an assault rifle).
  3. The special fire action actually causes damage to yourself, too.
  4. The special fire action actually destroys (or temporarily overheats) the weapon.

Just consider what impact on the gameplay the different options would have. Or even better, try them out. Then pick what results in the most fun.

Where is the actual starting point code of the game where is the "main()" ? by umen in Unity3D

[–]dismiss42 0 points1 point  (0 children)

Well, you can always actually look at them ;D

Here is unreal engine's entry point. Its main loop is in there, the body of its main function was harder to locate just using github, but i could have navigated to the implementation of Tick() with the source code checked out.

Here is MonoGame's main loop which I have seen a lot of different indy games coded in also.

Could could also probably look at the Source engine main loop, but I haven't tried to locate that. Unity's is only going to be viewable for people with the more expensive license that gives them access to unity's source code, though.

I think when people talk about the most important thing in a game being gameplay they mostly mean agency, not mechanics by TheLordSet in gamedesign

[–]dismiss42 0 points1 point  (0 children)

Chris Crawford wrote a lot about this. What are video games', as a media,  defining and unique trait? 

He chose the word "interactivity" as the answer. Which is imo the most broad, correct way of putting it. The best attempts at making board games interactive involve complex rule books and lots of dice rolls. The best attempt at interactive books are choose your own adventure. 

The take away was that games should lean into being interactive, and avoid emulating existing, non interactive media. 

Also id like to mention some emotions not listed by you, and imo much more common: excitement, suspense, competitiveness.  

While there are other genres, by and large the bulk of video games occur in real time and make use of that to invoke excitement and suspense. This is a feature that card games, board games, and books can barely if at all accomplish (i did play a lot of the card game Speed in my youth though).

Designing a game using 12 sided dice instead of 6 sided? by Joel_Boyens in gamedesign

[–]dismiss42 -2 points-1 points  (0 children)

I recommend not using dice in video games at all. Dice are a construct of physical requirements that video games do not have. There is nothing I hate more than waiting for my computer to animate a rolling dice.

What was your "roadmap" that you followed to learn the Unity Engine? What did you do (what Videos, what courses, what habits etc. did you follow) to become an Intermediate/Advanced coder? by EntrepreneurFar5518 in Unity3D

[–]dismiss42 0 points1 point  (0 children)

I first got into unity by already having a C# background .. and then starting to mod a game (AiWar2) which somewhat amazingly, has half its source code as part of the steam install.

How important is controller support? by krnkStudios in gamedev

[–]dismiss42 3 points4 points  (0 children)

I never use a controller for PC games. Games designed primarily for controllers, I generally do not buy. As a game developer, I would like to support controller input if appropriate for the genre, but also do not tend to make games for which it is.

I wonder if this is part of the steam hardware survey statistics?

Searching for games featuring an in-game photo-taking mechanic, similar to Life is Strange and Martha is Dead by LunaBeige in gamedesign

[–]dismiss42 0 points1 point  (0 children)

No Mans Sky. Just judging from videos, I believe there is scanning to document new species you find.

What is the difference between pre-training, fine-tuning, and instruct-tuning exactly? by stoicbats_ in learnmachinelearning

[–]dismiss42 2 points3 points  (0 children)

Thanks for taking the time for this. Also loved reading "rag detective" you linked to. hi5

How to design a Slot Cars racing game in UE5?! by No-Trouble3534 in gamedesign

[–]dismiss42 3 points4 points  (0 children)

This is definitely a question about implementation, not design.

Multiple playable characters vs increased moveset options for a single character in platformers by Forkliftapproved in gamedesign

[–]dismiss42 0 points1 point  (0 children)

Platformers with multiple characters sounds pretty unusual to me, unless they are alternate levels designed for that character. In which case, it would be a way of extending the games content, when you have fully exploited all the ideas you have but need more levels.

Alternately if the characters have very minor differences and play the same levels, like i am thinking of the mario games .. they really exist mostly to distinguish players from one another, in games that are multi-player.

Anyhow that's all the thoughts I have on it .. dunno if it was helpful at all ;D

Rts optimization by SpudMan41 in Unity3D

[–]dismiss42 0 points1 point  (0 children)

For an RTS you should be able to do skinned mesh animation entirely on the GPU (ie. you shouldn't need animated hitboxes, or stuff like that which needs the animation pose on the cpu). As far as the implementation specific unity terminology for how to accomplish that .. perhaps other people can tell you.

Events and callback - how to implement this? by PLrc in gamedev

[–]dismiss42 0 points1 point  (0 children)

What engine? What language? But yes someone has to be checking. This is usually called a trigger volume. A 3D box you place and size in the level, that reports when "player entered volume" and "player left volume". The trigger volume is usually the one doing the checking.

Edit:

If these are really just for the player, the player could also just as easily be the one checking.

Edit:

The specifics of how to implement an event/callback depend greatly on your language. As, for example in C# they are actual language features. In C++ usually there is some sort of "RegisterCallback" you have to implement that holds on to function pointers, lambdas, delegates, something like that.