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I was thinking of writing an article about hex grid math, but while doing some research into what are the best terms for map orientation (consensus seems to prefer "pointy topped" and "flat topped") I found this article that goes far deeper than I ever could:
http://www.redblobgames.com/grids/hexagons/

Bonus discussion of pros and cons for each orientation:
http://gamedev.stackexchange.com/questions/49718/vertical-vs-horizontal-hex-grids-pros-and-cons

What are you thinking about? (game development edition)

author=Sated
I can even make it so that a number of them aren't battles, simply random cutscenes that can happen in a given area or under a given set of conditions.

Are the non-combat encounters repeatable? That could get annoying, seeing the same dialog/descriptions over and over again.

If I was doing random encounters, I would limit them to certain terrains (like forests and hills) on the world map. Places where it would make sense to suddenly find yourself in melee range of a handful of ogres. Safe areas would be roads and plains, and the area maps.

author=LockeZ
(Actually the change of music, by itself, might be enough.)

Unless the player has the music muted.

Operation Kentonfall (kentona steps down)

author=kentona
The new rule is, whoever has the most makerscore is in charge.

Whew, I'm safe!

[RMVX ACE] How to make vehicles faster

Game_Vehicle, lines 34-36:

#--------------------------------------------------------------------------
# * Initialize Move Speed
#--------------------------------------------------------------------------
def init_move_speed
  @move_speed = 4 if @type == :boat
  @move_speed = 5 if @type == :ship
  @move_speed = 6 if @type == :airship
end

Tasty Games

Games never make me hungry, but this thread caused me to spend some time last night replaying Papa Louie 2: When Burgers Attack.

Managing a wiki for your game

author=LockeZ
My goal is to manage the community and administrate the wiki's guidelines in a way that results in them creating a successful wiki.

It's seems that the best game wikis have only 1-3 people maintaining them, often using scripts to import data provided by the devs. Scripts are especially important for RPGs and CCGs where it's important that pages are a consistent style and fully cross-referenced.

It's possible for a community to collaborate in exploring a world, but the community has to exist first, and wikis are a terrible system for collecting data. Better if they use Google Docs or a forum thread to share data, and then have one person collect it all and add it to the wiki.

Managing a wiki for your game

What are your goals here? If you want the wiki to only be maintained by players, then step aside and let them sink or swim on their own.

If you want this information available to players and your playerbase isn't large/active enough to keep the wiki up to date, then you have a few options:

1. Set up an official walkthrough site and keep it up to date yourself.

2. Make the information available in-game, like a bestiary that gives the stats and loot drops of any monster the player has already fought. This is the only option that prevents accidental spoilers.

3. Store (parts of) the game database in plain text so players can browse it at their leisure. This would also allow the wiki maintainers to write scripts that would automatically update the wiki when a new release goes live.

How much can does a Name affect a game?

author=InfectionFiles
Even "Renegade" alone is better even if you have competition. add a "z" to that and maybe you have something

I'd totally take a second look at something called Zenegade. I'd expect it to be about rebelling against a culture of ambition and individuality.

Transparent background in PNG with Gimp

This looks like something I'd really like (simple clear graphics! ranged attacks with actual ranges!), so I extracted and double-clicked it. Windows didn't want to run it, but I told it to anyway, then Avast popped up to analyze it, and declared that it was a "really rare file" and then sent it off to their labs where they're going to spend the next three hours examining it.

Hopefully by tomorrow I'll be allowed to play it.

How much can does a Name affect a game?

author=Sooz
I think a good title is simply one that grabs the audience's curiosity- a sort of, "Huh? What's that?"- without going too far and confusing them. Additionally, it should be memorable, in the sense that the audience should be able to somewhat remember what the hell it was a few days later. These days, having it be googlable is also an important aspect- don't give it a name that'll bring up a whole pile of unrelated results, even if you add "game" to it.


Funny thing, none of the titles you mentioned seemed very good to me. "Ressurflection" is unique, but really hard to remember and spell. "What was that game I wanted to try a couple months ago, Flexurection or something?"

For my own projects, I try to find a common phrase and change a word or two. Some examples (that will likely never be made):
Flat Open Skies
Random Number Adventurers
The Hero with a Thousand Cards