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Is the defense stat reduntant?
author=Antilurker77The idea Craze gave earlier in this thread(or was that the thread about equipment?) is that you have each type of equipment have a set Defence % value,(eg Light Armour reduces 20%, Heavy Armour reduces 50%) and then distinguish the tiers of armour with other effects (eg +10% poison resistance, or +5 attack).
You have a point. And actually, the more I think about it, percent reductions could have issues with scaling. It's not good for games with a high amount of equipment tiers. It could eventually get to the point where endgame monsters deal 100k damage but the party has 99% physical resistance or some other nonsense like that.
I also like the idea of set defence and percentage-based defence together, so weaker attacks eventually become completely ineffective, and bigger attacks are still noticeably effected by defence. But I think it all comes down to YOUR game, and is more of a stylistic choice.
What are you thinking about? (game development edition)
author=NightowlYou shouldn't. It's next to useless, and works against you when the bug reports start rolling in. It's also just kind of frowned upon by the community, although I wouldn't let that stop you.
I'm wondering should I encrypt my project or not.
As statistical as molasses in January
As statistical as molasses in January
What about a list of games by number of views? And/or downloads?
But that would be a kind of horrendously big list.
But that would be a kind of horrendously big list.
Final Tear 3 Director's Cut is Ready!
author=SeymourrBut is it condensed?
Completely rewritten script.
This is the reason why it took so long that the new version of this game came out. Because the whole script is rewritten. We had a lot of complaints about the script, these includes, spellings errors, incorrect line orders and too much vulgar language. This has changed.
As statistical as molasses in January
The LCPANES Terminal
Gathering data during gameplay. Yes or no?
well, all I mean is, if people have an issue with the fact they're being "judged" on how they play or whatever, the file wouldn't really be associated with their name. I suppose that name entries could give that away though. :/ But still, it's not like it's not anything that isn't happening to you every time you do, uh, anything.
Gathering data during gameplay. Yes or no?
author=GreatRedSpirit
I started a script like this a while ago inspired by TAS's (and it was spawned off another script for non-user input to create game play demos and attract modes). It hijacks the input update so if a button press is found the frame it occured on is recorded. Then once a round of gameplay is completed you take the record and put it back into the game via the non-user input script and you can play back all of the user's inputs. One issue is the RNG will have to be overhauled to be deterministic based on user input and start at a common seed for recorded runs. I think there were others but damned if I can remember them.
Woah. That would be fantastic. It'd be so easy for it to go wrong, but if you got it going, that'd be, in some ways, better than a LT.
I find it interesting that people feel logging how the player plays the game is any sort of invasion of privacy. I mean, if the logs were sent to the developer automatically, then it'd be anonymous anyway. And if you had to upload the file, then you'd have to consent anyway. I, personally, don't see any issue.