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What does a good game consist of? (part 34)

  Unique challenges A good game consists of challenges, that are outstanding and completely different to other games., same genre or not. You probably  like the challenges in Ratchet and Clank franchise's series, if you played, especially if from the first. Unique camera  provides a immersive gameplay. I am not saying first person shooters and real time strategies can't have immersive gameplay, but this is a great idea on behalf of Insomniac developers.. So make a quick brainstorm of a list good challenges are to you, that you would want to play yourself, including if in your own game. That will give you an idea of it. Adding quests or missions as new features the game ss a very bold decision, but at the same time probably won't do well on it's own. Some times it's required to ramp up the level design challenge. Some times even a new feature won't enough, before the forementioned challenge. Good examples of unique challenges are quests in elder scrolls and rune ...
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What does a good game consist of? (part 33)

  Advanced communication tools Though it may seem, teamspeak, discord and ventrillo are the only communication tools to be used, there can be also integrated in to the game. Examples are tactical overlay communication, whisper radio frequency and advance mods. A lot of radio transmissions can be heard by enemy players. This means a lot of transmissions can be used for counter strategy.  A good way to avoid been heard is using the stealth radio frequency. Standard communications tool is, for example, the /mute command. An example of an advanced communication tool, is therefore the /rally radio command, which limits the proximity to a specific guard point the map, if it's a first person shooter, or a garage node, if It's a racing game. void radio_command(std::string command) {     if (coomand == "clear")     {          clear_radar();     } } Advanced communication tools are a personal game development preference, which means...

What does a good game consist of? (part 32)

Map overlay Making a map overlay is hard, as maps can change and grow. Map overlay is basically a different map than it was at the start of the game. That encourages the player to think while trying to win a match or a puzzle. The main map doesn't have to change that much over time, while the overlay works as a collection of all of the tactical actions made by same clan. Some sort of a clan map, in other words. A clan map is hard to read by other clans. But not impossible, when team speak and fighting tactics are put into use. Personal map overlay can be used to advice on mission, which is generated procedurally, but not necessarily randomly. Another good overlay is tactical and strategical, all of these types overlay are sent to developers for the lore overlay, which is very hard to get hands on if you are not a developer. Tactical overlay is a good way to lead a fireteam, or a squad, but also leaves data traces on the world map. In video games, trick rivalry is high and enemies, ...

Object render, part 5

Object colors To render objects textures and models and their colors, first pick 16 bit or RGB method for selecting the color. There are color zones. Basically, three dimensional textures with static fiiltering, which translates the two dimensional picture into a polygon mesh. The poligons are just custom triangles, but they are also triangles with angles that have to be set as well. There are no random angles. And most polygons have more than one color, or multiple of the similar type. To render object colors, they have to be first properly resolution pixel assigned. int render_color(int object_id,, int red, int green, int blue) {     draw(red, green, blue,object_id*10);;     return last_draw(); } Called right after assembly assignment: int re_fresh_resolution(int first, int second,   int red, int green, int blue ) {     draw_pixel(820,640,draw( red, green, blue , 1));     return last_draw(1); } Along with: class ColorNode {   ...

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...

What does a good game consist of? (part 31)

Level tasks Making fun tasks for the level, is fun developing and makes for excellent levels. This can be missions, secrets, quests, objectives, puzzles, side quests, unlocks, story tasks, memory puzzles and most importantly explore tasks.  Legend of zelda: breath of the wild has a very large ammount of stuff to beat after you bet the all the story line quests and levels. It's not necessary, but still hell tons of fun. All level tasks work something like a bar code, it is hard to decrypt, unless you have something like a c++ encryption. However, even levels tasks are built by a game maker or in some cases a programming language, so we are back to the start of the problem. Really challenging levels might sound ten times over expensive or sometimes just plain stupid, but it's a more than welcome reality. Making camp levels is for example a giant channel, becomes it requires tons of investment and copy rights support of the us army army, but with a lot of creativity it is possible...

What does a good game consist of? (part 30)

 Good company organization There is no need for employers to panic every single time someone does makes a good job, to have a promotion meeting to evaluate the performance. What is enough, is personal respecialization, or adding the workload. A big problem however still remains are finances, but only more if there are promotion problems. So what remains are big financial risks. It takes a process meeting, and all workers have to be informed of respecialization, even more in the cause of promotion. Level dynamics Good company organization leads to proper level design. Which requires, that all levels are minimally or optimally connected to each other, so that there is story cohesion, not only even in the cut sequences. A good way to start would be to make an entire list, of all the most important moving part of the level: character move boosts and the moving parts of the level. After that list all the level objects that are affected by wind. And finally list all the parts of level th...