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Messages - abraksil

Pages: 1 ... 7 8 [9]
121
Programming / Re: Simple FOV on a hexagonal grid
« on: April 11, 2016, 10:57:38 PM »
Cool! Thx for sharing!

122
Design / Re: Item randomization
« on: March 31, 2016, 11:48:38 PM »
By the way how many different items do you have in your games? I wounder how many Is there required to avoid the feeling of loot repetitiveness in the game

123
Design / Re: Item randomization
« on: March 31, 2016, 11:43:20 PM »
Ok thx all for your insight. I decided to go with the fallowing solution:

Every drop slot has a category of drop. Like ALL, EQUIPMENT_ONLY, HERBS
Every Category is divided into sub-categories. For example ALL: WEAPON, TOOLS, FOOD. I chose a sub-category based on their weights and randomize how rare the item should be (from 1 to 4)
Subcategory is a virtual class co we can define different ways of randomization inside them. Food will be randomized always using same weights while weapon and equipment will be dependent on level. (but Taking into account previously determined rarity)
Most of the sub categories will have simple randomization algorithms but I'm still thinking about weapons. I'm don't exactly like minimal and maximal solution. I'm thinking about using Normal distribution and rule of 3 deltas. (I still need to think about it all thought)

124
Design / Item randomization
« on: March 30, 2016, 10:47:41 PM »
I'm reimplementing item randomization mechanic in my game for the 3ed time now. How do you guys design your algorithms and what kind of parameters do you use to balance it. How do you describe the loot quality available in different places on different levels?

125
Challenges / Re: A Roguelike using the Portal 2 resources
« on: March 28, 2016, 07:10:55 PM »
Interesting randomly generated puzzles are thought to achive. If soeone did it though I would love to play it :) :P

127
Early Dev / Re: Land of Strangers
« on: March 20, 2016, 01:23:40 PM »
Just downloaded this game - i like the hex based map

128
Player's Plaza / Re: Hi! New here
« on: March 20, 2016, 12:44:20 PM »
I'm not a huge fan of ASCII too but I find this forum to be interesting any way - you will fit right in :)

129
Because I have the ability to generate the level from a seed number, I can easily store level deltas...

I like it! It's smart and elegant :)

130
Design / Re: "Fun" Maps
« on: March 17, 2016, 11:11:36 AM »
Emergent game play can be really interesting, even for the designer.

Yee the emerging gameplay is awesome but it's not easy to achieve. You also can't control it . It just happens. In my experience the only way to get it is keep adding new mechanics and hop it will magically appear. If someone has a better approach i would love to hear it

131
Design / Re: "Fun" Maps
« on: March 16, 2016, 11:53:11 PM »
I found it is good idea to add some pre-designed mini-locations and mix them into the levels - Thous places can break the monotony of generated levels.

132
It's a good practice too keep all the Rights in one place (owned by one person). Never let the rights to the game to be split between multiple owners - it leads to more misunderstandings and problem the further you get with the project.

133
Early Dev / Re: Caves Roguelike (36dev team)
« on: March 16, 2016, 01:09:52 AM »
Looks Awesome - can you play it on PC?

134
Design / Re: Issues with Rogue-likes from a Rogue-like dev
« on: March 14, 2016, 09:47:39 AM »
For anyone who doesn't know, Black Shell is a terrible business that used the success of their first game (built on the back of a massive army of spambots and deceptive marketing tactics) to set up a PR company that now takes advantage of indie devs by tricking them into signing binding contracts then stealing 30% of their revenue despite providing no real services, and then threatens legal action when these devs find out they were duped and try to tell anyone about it.

Thx for the warning.

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