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Пишет nancygold ([info]nancygold)
@ 2024-11-07 23:38:00


Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Настроение: accomplished
Музыка:Jamie McMenamy - Elven Warrior's Crypt
Entry tags:gamedev

The Spell of Mastery Progress
Solved one of the harder game design problems I faced so far.
It was: how can one reliable place guards in the game.

That is in fact a very important problem.
Guards can be used to implement the "pick your fights" gameplay.
As well as to introduce a natural grace period,
when they guard a bridge connecting two players.
That is a major part of Heroes of Might & Magic games.
In HoMM it was easy, since the game is turn based.
And the combat happens in a separate area.
That also allowed HoMM games implement stealth skill perfectly.

But what about other games?
Player could just run past all guards in Baldur's Gate.
And Warcraft III had the same issue.
And could player agro away the guards too.
Or the guards could be pursuing the player indefinitely.
I remember a lich in BG2 could pursue player
even to the areas in different cities.

But these games incentivized player to murder everyone.
So there was no reason be stealthy or diplomatic.
Other games tried to solve it differently.
Say Warhammer Shadow of the Horned Rat had engagement mechanics.
The original XCOM had aliens moving between predefined waypoints.
The Dungeon Keeper triggered guards moved towards the players HQ,
and there was no way to see them before it is too late.
I.e. no pick your fights gameplay or any warning.

But ultimately in most games guards are broken.
Still in Warcraft III it was hard to use the guards
as a reliable map design element.

Anyway I found a solid solution for my game,
due to a set of design decision I'm making.
It should also solve a lot of other issues.

So what is the hardest thing about gamedev?
My answer would be "the game design."
Everything else usually has obvious solutions.
Game design is similar to theorem solving.
To be able to solve theorem you need a path to it.
Which one usually finds by being lucky.
Even if one understand the basic elements well.
I.e. I understood how guards works since the beginning.
But I seen no way to implement them nicely.

I had the area they guard.
I had the guard zone around them.
I had them chasing the player.
But it was just not coming in together nicely.
Since I was missing the puzzle pieces.
Had disallowed guards to move,
player could just use ranged attacks on them.
Had I allowed the guards to move,
the player could just agro them or use
a faster unit to bypass them.

The game design is full of such puzzles.
You go on research, enumerate,
make tables, and then discard them.
Then you try to build chains, starting
from the goal. And you also have to see
how it will fail without actually wasting
time the to implement it.

So yeah, game design is the most math
heavy part in gamedev.
You don't have to prove anything about
matrices or other well known tools.
But you have to prove a lot about
any unusual game mechanic you include.
And design is the only truly important part.
Your game may have no graphics.
But it must have gamification,
good enough to express your ideas.



(Добавить комментарий)


(Анонимно)
2024-11-08 01:04 (ссылка)
что нового написали на моей адски больной прыщавой жопе охуенно описывающего себя старого облёванного стукача работавшего на петухелла, гея из кондожопы, переводящего стрелы обоссаного дебила, тупоносого дятла предлагающего свой рот и сраку на панели за небольшой прайс, слабоумного придурка, киевского петуха, облезлой вонючки с разорванной сракой, жалкого червяка совсем потерявшего голову от унижений, ачкастого мудака, кропалика с невлезающей хуйлашкой за щекой, полоумного хуйла, фекального юродивого вонючего задроченного оправдывающегося виновного без пизды поварёнка-каломеса, самого смешного в этой истории скотопидора следящего за движениями, облеванного дауна, обвафленного выблядка которому нравится ощущать эрекцию в своем анусе, спаммера, ебанька живущего свою никчемную жизнь в выдуманном мире, уебка которого нихуя плющит, рыгающего какашками истеричного говноплюя, хронического неудачника, копошащегося в гомне малафейного глиста, обиженки, как всегда распятого на хуях очень ебнутого на самом деле придурка, русни, жида, так ничего и не понявшей что происходит типичной гомосексуальной проститутки часто меняющей половых партнеров, ничтожного червяка и глиста, хуеплета и распидорашенного дегенерата c выпученными глазками и фекально-анальной лексикой, трахающего себя в рот ранимого некропидораса и доведенного до дурки, сосущего хуи, интересуещегося чужими жопами и не забывающего причмокивать говноеда который жрёт гавно 17029 дней, 8 часов и 35 минут, программиста на питоне, всеизвестного сопидора вениамина Додика Хуйлашки из Гродно мойши Шварца?

Додик Хуйлашка Шварц из Гродно.

(Ответить) (Ветвь дискуссии)


(Анонимно)
2024-11-08 01:33 (ссылка)
Скора, я думайу, Перцев и весёлый поварёнок-каломес будут плясать голышом гопака перед камерой, обмазав себя вазелином гхы гхы.

(Ответить) (Уровень выше)


(Анонимно)
2024-11-08 01:38 (ссылка)
Your selection of game references is as if the 25 years between 1999 and today didn't happen.

Also the post doesn't actually explain or show any particulars about the solution.

(Ответить) (Ветвь дискуссии)


[info]nancygold
2024-11-08 10:13 (ссылка)
90ies were already poisoned with toxic trash, like Doom and Quake.
00ies only got worse.
And then Americans wonder why they get school shootings.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2024-11-08 13:48 (ссылка)
You are saying it as if games where you command a gang of thugs who stab people to death is better than games where you shoot demons with shotguns. Like wat?

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2024-11-08 14:46 (ссылка)
It is okay to send dumbfuck to die, making you profit, but not okay to be a dumbfuck.
I can sympathize with Zelensky, but I can't sympathize with the Azov goons.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2024-11-12 01:10 (ссылка)
>MCs are dumbfucks

baseless value judgement. MCs in doom and quake aren't performing their duties as soldiers, they don't take orders and aren't indoctrinated into some ideology that makes them sacrifice their life for someone profit. In the latest iteration of Doom the Doomguy called Doom Slayer is actually some ancient immortal demigod or something. So they are just blokes who decided to solve the demon infestation issue on their own, and there is nothing dumbfuck about it because they are skilled (I guess not when you are playing the game lul).

(Ответить) (Уровень выше)


[info]nancygold
2024-11-08 10:14 (ссылка)
>Also the post doesn't actually explain or show any particulars about the solution.

Trade secret, nigga.

(Ответить) (Уровень выше) (Ветвь дискуссии)


(Анонимно)
2024-11-08 13:49 (ссылка)
The only trade you ever done is asshole trade.

(Ответить) (Уровень выше)


[info]lenkasm
2024-11-08 23:20 (ссылка)
"Also the post doesn't actually explain or show any particulars about the solution."

Thats because he has found the solution which is not ideal but has convinced himself like all programmers do that would be doubtfully the best one. Now he does not want to loose this illusion therefore he does not tell what he has figured out

(Ответить) (Уровень выше) (Ветвь дискуссии)


[info]nancygold
2024-11-09 00:11 (ссылка)
I found several solutions and picked the one that works with my game.

(Ответить) (Уровень выше)