Skip to main content

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 they are varying and of variety. If you want
to use them on your game, experiment with map and radio commands. It

is important to remember, that in highly competitive games, enemy
players can track, trail and trace other enemies', including yours, radio
activity, even though that sounds impossible. Multiplayer game players

actually do that.

void trace()
{

    call_cheat_throw(1);
}

This is to prevent cheating.

 if (coomand == "trace")
{    
    trace();
    inform_clan_command("trace");
}


if (coomand == "team")
{    
    call_team();
}

if (command == "valve")
{    
    clear_pipeline_audio_radio_memory();
}

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

Coding and game development, part 2

 Consider the following C++ sample: int main() {     std::cout << template_1() << '\n';     return 1;      } Every moron who knows C++ would know what this means. Now consider that almost every line is a regular expression, so try to translate it into your native language, English for example; line by line in steps. ... rofl lol oO? I tried to do that with the example and my head almost had a system shutdown.

C++ and OOP in a different manner

Keep in mind this article is meant strictly for C++ game devs and not for application programmers or game devs of scripting/other languages. I have my own technique when it comes to OOP in C++. The game I'm deving right now(or we are making) is a simple windows console project. It's up to you to decide whether you'll use this technique. First let me tell you in which cases you might need this technique: if you're ready for a new look on OOP if you need a new toolset for your coding practice if you like to learn(which I clearly hope for) So, the technique then. Decide which you prefer more: classes or structures. This helps you understand what kind of objects you want in a game.