Tagged Questions
1
vote
1answer
134 views
How should I implement the “Observer” pattern with respect to a game world?
I'm thinking of ways to implement the Observer pattern in a game I'm developing at the moment. I can have a Game World (local map) with Game Objects (player, NPCs, monsters etc...) inside of it. Other ...
1
vote
2answers
74 views
How can I manage complicated visual state over a simple model in puzzle games?
I've been encountering this design challenge making a few toys with Javascript (CreateJS, EaselJS)
The scenario is that you've got some sort of puzzle game with a simple game model. For a simple ...
0
votes
1answer
212 views
How or why are major video games programmed so reliably? [closed]
It seems like every five minutes, you come across yet another installer which fails to install certain components, another .NET application that throws up an unhandled or semi-unhandled error message, ...
2
votes
2answers
227 views
In a ES system, how one would implement/ deal with Modifiers?
Given the normal entity-component-system architecture, lets say we a component that give the entity Strength. Now on the game flow I want to give +4 strength do to the wielded weapon.
What would be ...
1
vote
0answers
78 views
What should the data structure of a flexible ability system look like? [duplicate]
Hi guys I am currently working on a turn-based RPG that will require me to create numerous abilities with little overlap. I've been looking to other games to see how their ability and combat system is ...
2
votes
1answer
298 views
What makes games responsive to user input?
Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...)
What makes those games ...
16
votes
5answers
604 views
How can I design lots of different attack types that can be combined?
I'm making a top down 2D game and I want to have a lot of different attack types. I'd like to make the attacks very flexible and combine-able the way The Binding of Isaac works. Here's a list of all ...
1
vote
3answers
119 views
Can I use a translate function to implement a viewport?
I read this great question and its accompanying great answer about rendering a viewport in a top down 2D game:
As for actually drawing the objects the camera can "see", you now draw all objects ...
1
vote
1answer
419 views
What is the logic behind a 3D Projection 'Camera Perspective'? [closed]
Suppose I had a 3D Cube on a 2D plane (screen). And I wanted to use the keypad to move and rotate it.
Without referring to a 3D Game Engine that could do this for me can you explain me the logic or ...
5
votes
1answer
651 views
What underlying character stats would you put into your “character” object in an RPG engine
basically I'm making my own RPG/TBS engine named Uruk (making an rpg themed about the epic of gilgamesh) and I am thinking of a combat system similar to the Disgaea franchise or the Super Robot Wars ...
2
votes
2answers
245 views
Correct utilisation of gameloop (Android)
When using a gameloop like (much simplified)............
updateLogic();
render();
How does one perform 'single' operations? I mean, things like triggering sounds (which will only be played once), ...
1
vote
2answers
455 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
207 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
252 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
728 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
205 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
1answer
201 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
745 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
2k 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
416 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
180 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
307 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
2answers
2k 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
641 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(), ...
10
votes
5answers
3k views
How to properly handle collision in a component-based game?
Trying to wrap my head around the ways to properly handle collision in a game designed around components.
I see many examples have some sort of PhysicsComponent that gets added to the entity's list ...
0
votes
2answers
329 views
Obtaining a certain type of object with component based design
I'm trying to design my game to be component based rather than overly hierarchical. Essentially, every high level object in the game (like gun, or whatever) inherits and implements the interfaces that ...
3
votes
2answers
373 views
Where should input be used?
I'm working on an input system (in C#) and now I'm wondering, what is the best place to put input functionality?
Currently what I was coding was a bunch of delegates which act as callbacks (i.e. ...
7
votes
2answers
2k views
What should be contained in a game scene graph?
Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please:
Game Actors? (obviously yes, all the objects changing state ...
7
votes
4answers
4k views
Per-Frame Function Calls versus Event Driven Messaging in Game Design
The traditional game design, as I know it, uses polymorphism and virtual functions to update game objects states. In other words, the same set of virtual functions are called in regular(ex: per-frame) ...
4
votes
3answers
360 views
How to control the list of items on the screen?
I am an experienced app developer (c#) however I am just looking at starting 2d game development.
I have read some articles and understand the concept of the gaming loop controlling the application ...
12
votes
4answers
1k views
Calculating the output of two armies fighting
I am programming a strategic game using Flash. The game works very similar to the famous game "Travian".
My problem is as follows: I am trying to make the calculation of the troops lost as a result ...
1
vote
2answers
381 views
Game architecture for someone with a background in LOB Apps
I've got a background that is almost entirely based around business applications - Web services, schedulers, desktop and web front-ends to CRM systems, etc...
Now with almost all of the above ...
4
votes
2answers
270 views
Should I store game settings in my game data class?
I'm working on a small-ish 2d fixed shoot 'em up for iPhone.
I have a master Game object that stores lives, score, current level, etc...
The game will have some other persistent attributes like ...
4
votes
2answers
544 views
Server-client communication: Quick and verbose or involved and compact?
TL;DR: Does the short development time required for HTTP/XML offset its size issues compared to developing a custom protocol?
As some of you might have divined; I'm currently working on a turn-based ...
11
votes
4answers
2k views
How can I design an effective game object interaction scheme with a component-based architecture?
This is a design question... I'm sure this could be generalized more, but I'm having a hard time with it. I am wondering about design for game object interactions - here is my example (2D ...