Skip to main content

What does a good game consist of? (part 40)

Challenge

Challenge is one of the key components of a good game. As far as that
may sound motivating to you as a developer and a player, in reality
it's a lot harder to implement than said, and also hard to beat, while

playing. But that of course shouldn't stop you from trying to achieve
both anyway. One way to make a game more challenging is to increase
the statistics of AI opponents.

Challenge sheet tier 1:

bear
hit points            100
tactics        
         10
attack    
              10
damage            
   1
defense            
   5
intelligence         1
strategy            
   1
swimming
           0

Challenge sheet tier 2:

bear
hit points            1000
tactics        
         100
attack    
              200
damage            
   10
defense            
   15
intelligence         10
strategy            
   11
swimming           fish river bite

The difference between the sheets is obvious. It is actually possible
to make actual player opponents(players) more challenging by adding
challenges to beat on multiplayer maps. It heats up the challenge

ratio. The swimming skill or the fish river bite skill actually
refers to bears can't swim much, but can still bite (players, not
fish) while in a river, so it is important in the game to be cautious

while crossing the river, when there is no bridge. Actually crossing
the river without a bridge is challenging and hard as well, which is
a double plus(flow of the river and the bears inside the flow).

However, making a river has to be made with physics, which can be
quiet a development challenge. The flow of the river is water
constant pressure on the rocks in the river and on the water weight.

Making a challenging a game is a challenge in itself, but also very
worth it, and I can guarantee you that you will love playing it. So
suck it up, and get to it, ten years from now you'll glad that you

decided to.

Comments

Popular posts from this blog

static mesh render

Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m...

object render

To render objects with c++, it is first required to load them on the engine's heap. After loading the object it has to be integrated into the game engine's allocated memory. void integrate() {     direct_x_node.call(); } Modern games(after doom 2) take an insane amount of heap memory. Integrating all the objects on the level, can take 400 mb or random access memory (ram). The same memory has the chip effect on the working of the central processing unit. To completely render the object, the first step is to load all the textures, shadow models, parts, particles, inner model, render the object on the level map, all the corelations with the heuristics. It is very hard to render the inner part of the objects, such as anatomy or infra structure. While it is perfectly fine to just render the inner part to not be displayed.  The anatomy of a player character or non player can be seen on the outside, and the internal strurcture of a level object such as a building, including the ...

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0