Tagged Questions
1
vote
0answers
46 views
Paylines and Pay dots in Slot Game
I'm working on a HTML5 slot game and completely stuck on the pay lines and the dots that produce the lines from 1 end to the other.
Can someone tell me what's the logic behind generating random ...
1
vote
2answers
205 views
Powerup Best practices [duplicate]
In a turn based game each player has a set of properties, e.g attack, defence, speed and these can all be used to work out who should go first and how much damage should be dealt. That all works fine, ...
1
vote
1answer
168 views
Game design and SoC
I've been working on a little game for the last few months, trying to approach it as a software engineer and employ best patterns and practices in my coding. I have gotten to the point where I have to ...
4
votes
3answers
194 views
Efficient Algorithm for Recording gameplay's objects positions
So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions ...
7
votes
3answers
387 views
Collision Detection Game Design and Architecture
I've reading some articles about collision detection. My question here is about ideas on the design for it.
Baically I have a C++ game that has a main loop with entities with an update method. Based ...
-4
votes
1answer
179 views
What technologies are used for Game development now days? [closed]
Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc.
However ...
0
votes
0answers
449 views
Best practices in Game architechture design [closed]
I have to create a game using Java. It is a simple game with a mix of rules from Texas Hold'em and Scrabble. The purpose of this project is to cover all software engineering practices. I have some ...
0
votes
1answer
165 views
Handling Latency in Multiplayer Shoot-em-ups
I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help?
I thought about using NodeJS + SocketIO to handle ...
2
votes
2answers
447 views
Writing a dynamic achievement system without hardcoding rules into the application
I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS ...
4
votes
2answers
1k views
Performance/architectural implications of calling SpriteBatch.Begin/End in many different places?
I notice some code samples only call SpriteBatch.Begin and SpriteBatch.End in the game's main draw method and then draw everything within that method through direct SpriteBatch.Draw calls or indirect ...
1
vote
2answers
289 views
Implementing Power-Ups in a game
I'm making an Arkanoid or Brick Breaker game, but I got confused when I wanted to implement power-ups. The idea is that when you destroy a brick, a powerup-block falls down, and if you catch it you'll ...
3
votes
2answers
166 views
Is my StatisticManager idea overkill?
I'm writing a shmup and I'm working on implementing things like level design and achievements. I have a trigger system that I've implemented which allows me to do basic things and can assist the basic ...
2
votes
1answer
237 views
Implementing Object Composition
I'm trying to structure my game object classes similar to how it is done in this article. One way to implement this strategy is discussed in this StackOverflow question.
Following the strategy ...
0
votes
1answer
822 views
I need an enemy spawning algorithm for a 2D tower defense
I need an enemies spawning algorithm for a 2D tower defense game. I have 4 maps, each has 4 stages and each stage has 40 rounds. I need to create an algorithm which will instantiate waves, increase ...
3
votes
3answers
533 views
Why large builder classes rather than separate clases in component-based entity systems?
I was reading about component-based entity systems and I was wondering why there is usually a large EntityBuilder class with methods like CreatePlayer(), CreateEnemySpaceship(), and CreatePowerup(), ...