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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • Platforms for sharing content and expertise

    - by Thomas
    Are there any platforms / sites where people can share expertise in game development and where you can share (either payed or free) digital content (like images, sounds, animations but also frameworks or libraries) to be used in games? I'd also like the possibility to contact users and request specific pieces of content. I'd like to start out as an indie developer and have programming skills but I lack the experience and time to create ingame artwork and sound. Is there any site where I could locate other people (artists mostly) who would want to work on a game for free? I know I can get most technical questions answered on this site and I have some contacts but I'm affraid this won't be enough.

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • How do multi-platform games usually store save data?

    - by PixelPerfect3
    I realize this is a bit of a broad question, but I was wondering if there is a "standard" in the industry when it comes to storing save data for games (and is it different across platforms - Xbox/PS/PC/Mac/Android/iOS?) For example for a game like Assassin's Creed or The Walking Dead: They are on multiple platforms and they usually have to save enough information about the player and their actions. Do they use something like XML files, databases, or just straight binary dumps? How much does it differ from platform to platform? I would appreciate it if someone with experience in the game industry would answer this.

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • Is game development Subcontracted?

    - by Darv
    I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. I couldn't find much clear information on this when I looked, does anyone know?

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • Tiled game: how to correct load background image ?

    - by stighy
    Hi, i'm a newbie. I'm trying to develop a 2d game (top-down view). I would like to load a standard background, a textured ground... My "world" is big, for example 3000px X 3000px. I think it is not a good idea to load a 3000px x 3000px image and move it... So, how is the best practice ? To load a single small image (64x64) and repeat it for N times ? If yes, ok, but how i can manage the "background" movement ? Thanks Bye!

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Adding cards to a vector for computer card game

    - by Tucker Morgan
    I am writing a Card game that has a deck size of 30 cards, each one of them has to be a unique, or at least a another (new XXXX) statement in a .push_back function, into a vector. Right now my plan is to add them to a vector one at a time with four separate, depending on what deck type you choose, collections of thirty .push_back functions. If the collection of card is not up for customization, other than what one of the four suits you pick, is there a quicker way of doing this, seems kinda tedious, and something that someone would have found a better way of doing.

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  • which platform to choose for designing a game

    - by Pramod
    I am new to gaming platform and don't have any experience in gaming as well. I want to develop a small shooting game and don't have any idea from where to start and which platform to use like things. I have some experience in java and .net. Can anyone help me in giving me a start? I don't mind even if this question is voted down or closed. But please do help me. I've tried searching other similar questions but everyone is already into gaming and i can't get any of the words. Please refer me to some books or tutorials

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  • Good university for computer science with plans for game development

    - by DukeYore
    I am starting my computer science degree at a local community college in programming using C++. However, I will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Development. however, is that as important as getting a degree from a really great school? If I could shoot for something like Cal Poly would that be better? Or even Stanford or SF State being so close to so many gaming companies up there in the Bay area? Thank you in advance for any guidance.

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  • Gamification: designing cooperation in an RPG like game based on Scrum methodology

    - by Grzegorz Slawecki
    I have implemented with 3 friends a gamified system at my work (development company) which builds an fantasy rpg game over scrum project methodology. Generally, the tasks are the missions, each player is represented by a character. They earn XPs for completing tasks and they advance to the next levels which gives them badges, titles and (this is in planning phase) new privileges (e.g. priority in choosing tasks). Since the very beginning we try to do everything to avoid rivalisation between players because it would ruin the project if the players started to compete. There are no explicit leaderboards, we also plan to give bonuses for helping other players. I have a feeling that this is still not enough to really encourage cooperation. I would like to ask You for any ideas that come to Your mind that would help.

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  • Scripting for a C#, multiplayer game

    - by Vaughan Hilts
    I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I took a look at this post. With something like this in mind (using C# as a scripting language); I have a few questions. 1) Would one embed the script itself in the entity object before persisting to it to the disk? Is this okay? 2) Would I compile once per scripting then - this seems like a lot of overhead to store all these compiled Assemblies to execute. Any general advice on how to do thigns is welcome, too. These entities are generated on the fly inside the editor and could be composed of a lot of different things.

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  • Bachelor in Game Development [on hold]

    - by vandamon taigi
    At this moment, I'm in year 11 in Romania. I have started thinking about an university to go to and I am not really sure which should be my choice. I want it to be game development, but I also want it to be good and fun university.Thing is, I don't want to pay 30 grands a year or so for Cambridge or something like that. I am looking for a decent university at a decent price. I have in my hometown a University that is ranked 1613 world-wide which has a software development category. I need some advices and some possible options for decent universities ( Personal experience is greatly appreciated )

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • Cookie/money/point clicker game origin?

    - by gavenkoa
    I can't find myself origin of Clicker like games. It's where the goal is to gain points through clicks and acquired enhancement. There's only one strategy in the game - deciding how efficiently spend point on enhancement (see formulas). I've seen many games like this, but it seems that most don't have a home page or have an unknown publisher. Some well known games of this type: Candy Box Cookie Clicker Cow Clicker Who is first implemented this idea (not only clicking but with investment model - when player must decide what improve to faster gather points)?

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Simple Multiplayer CCG System

    - by TobiHeidi
    I am working on a cross plattform Multiplayer CCG (web, android, ios). Here are my goals in design: I want to game to be easly accessible and understandable for non CCG players within the first minute of play. a single game should be played by 2 - 4 players a once, without problems if one players drops out during play. players should make their next turn simultaneous (without waiting for other to make their turns) My current approach: each Card has a point value for four Elements. In each Turn an Element is (randomly) selected and every Player chooses 1 card out of 3. The Player choosen the card with the highest value for that element wins the Round. After 10 Rounds the players a ranked by how many rounds they won. Why does this approach seems not optimal? It seems really to easy to determin the next best turn. Your own turn is to little affected by the play style of the others. I would love the have a system where some cards are better against other cards. A bit of rock paper scissors where you have to think about what next turn the other players will make or so. But really think freely. I would love to hear ideas may it be additions or new systems to make a CCG with roughly the stated design goals. Thanks

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  • Game AI: Pattern for implementing Sense-Think-Act components?

    - by Rosarch
    I'm developing a game. Each entity in the game is a GameObject. Each GameObject is composed of a GameObjectController, GameObjectModel, and GameObjectView. (Or inheritants thereof.) For NPCs, the GameObjectController is split into: IThinkNPC: reads current state and makes a decision about what to do IActNPC: updates state based on what needs to be done ISenseNPC: reads current state to answer world queries (eg "am I being in the shadows?") My question: Is this ok for the ISenseNPC interface? public interface ISenseNPC { // ... /// <summary> /// True if `dest` is a safe point to which to retreat. /// </summary> /// <param name="dest"></param> /// <param name="angleToThreat"></param> /// <param name="range"></param> /// <returns></returns> bool IsSafeToRetreat(Vector2 dest, float angleToThreat, float range); /// <summary> /// Finds a new location to which to retreat. /// </summary> /// <param name="angleToThreat"></param> /// <returns></returns> Vector2 newRetreatDest(float angleToThreat); /// <summary> /// Returns the closest LightSource that illuminates the NPC. /// Null if the NPC is not illuminated. /// </summary> /// <returns></returns> ILightSource ClosestIlluminatingLight(); /// <summary> /// True if the NPC is sufficiently far away from target. /// Assumes that target is the only entity it could ever run from. /// </summary> /// <returns></returns> bool IsSafeFromTarget(); } None of the methods take any parameters. Instead, the implementation is expected to maintain a reference to the relevant GameObjectController and read that. However, I'm now trying to write unit tests for this. Obviously, it's necessary to use mocking, since I can't pass arguments directly. The way I'm doing it feels really brittle - what if another implementation comes along that uses the world query utilities in a different way? Really, I'm not testing the interface, I'm testing the implementation. Poor. The reason I used this pattern in the first place was to keep IThinkNPC implementation code clean: public BehaviorState RetreatTransition(BehaviorState currentBehavior) { if (sense.IsCollidingWithTarget()) { NPCUtils.TraceTransitionIfNeeded(ToString(), BehaviorState.ATTACK.ToString(), "is colliding with target"); return BehaviorState.ATTACK; } if (sense.IsSafeFromTarget() && sense.ClosestIlluminatingLight() == null) { return BehaviorState.WANDER; } if (sense.ClosestIlluminatingLight() != null && sense.SeesTarget()) { NPCUtils.TraceTransitionIfNeeded(ToString(), BehaviorState.ATTACK.ToString(), "collides with target"); return BehaviorState.CHASE; } return currentBehavior; } Perhaps the cleanliness isn't worth it, however. So, if ISenseNPC takes all the params it needs every time, I could make it static. Is there any problem with that?

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  • Lua, game state and game loop

    - by topright
    Call main.lua script at each game loop iteration - is it good or bad design? How does it affect on the performance (relatively)? Maintain game state from a. C++ host-program or b. from Lua scripts or c. from both and synchronise them? (Previous question on the topic: http://stackoverflow.com/questions/2674462/lua-and-c-separation-of-duties)

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