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What does a good game consist of? (part 36)

Strong anti hack protection Game that is well protected from hackers, has a lot of potential. And this does not imply strictly multiplayer, but single player as in using the single player to hack the master download server or the high scores. Americas army has a hacking prevention tool called PunkBuster. Here is a punk buster mod: void check_for_hacker_activity(int mod_id) {     run(mod_id, "hack log", "master folder");     run(mod_id, "advanced aim bot"); } Another way to prevent server hacking: void clear_server(std::string server_name) {     for (int index{1}; index <= 50; ++index)     {          clear(server_name, delete_log[index-1]);     } } Most common hacks in multiplayer video games are flying, aimbot, wall hack, glitch abuse, automated grinding, immunity to damage. Fix flying hacking: void gravity_fix(std::string object_name) {     flush_gravity(object_name, 100); } Fix aim bot: void reset_...
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Game development is hard (part 2)

People understand the game development as something very exciting, and it is, but that doesn't make it an easy task, in fact far from it. All game development, especially coding is hard. And all good games that were ever made, were or are big projects. It takes money and effort to make an out-standing game, that will people will play for decades.  Personally, I find coding the hardest part of all game development. Most people think that becoming and being a coder only requires schooling, learning coding every day and coding. But the truth is that coding is hard. It takes a lot of studying and coding. Having a MIT degree won't hurt anyone, either. Game coder is a vital and crucial position in a game development team of a business or a corporate company. The most important part of the development team, in other words. I am not saying that game art and level design and game design are not hard either, but coding is a notable exception. My main advice when it comes to coding, is: 1...

What does a good game consist of? (part 35)

Small goals Challenges can quickly get out of hand, proportionally after have been playing the game for a while. That is why it is important to implement game goals as well. This work as a guiding force for challenge motivation. The terms challenge and goal have very different meanings. Imagine a call of duty 2 mission. It is a challenge, but lacks small goals that keep you motivated, and not beat the mission feel bored and drained and sore. Beating a video game is not exactly a small task. Takes accuracy, will, focus, concentration and understanding your opponents(including AI). An example small goal would a chunk of challenge. Like subsystem parts of a call of duty 2. This parts of a major hard challenge can then be used as a realistic take on or as a memory level map. Small goals are far from being bound easy either; but they are a realistic approach to beating a level. Example would be beating the level's extra challenges by breaking them down into chunks, such as level practic...

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 ...

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 {   ...