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2:33 AM
I have a question about game dev but am unsure how to post it like a proper question. Maybe you can help?
It's about how much should a character be improved per level in a pvp-oriented MMO?
Assuming there is PERMANENT DEATH
i.e. how many level 100 players is one level 200 worth in a pvp fight?
 
offhand, I can't think of a game with permanent death that allowed people of significantly different strengths to fight each other in the first place.
RuneScape limits fights to be within certain level ranges; EVE has a shallow and very wide skill tree so pvp is pretty even after only a couple months of play...
not that those are exactly permanent death, but they're the closest to it I can think of right now.
 
3:07 AM
Yeah... I doubt there's a hard and fast rule, :/
It's basically whatever you come up with. There are good guides on how to deal with leveling up however
 
Me too. Just looking for a general guide lines and tips :)
 
15
Q: Balancing Player vs. Monsters: Level-Up Curves

ashes999I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme e...

10
Q: How to implement an experience system?

RoflcoptrExceptionI'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing enemies awards more experience. But I have problem balancing this system. Are there any prebuild al...

24
Q: How to create adjustable formula for RPG level up requirements?

TruncheonI'm trying to create a formula that can be modified simply by changing two values: number_of_levels, and last_level_experience. This is to enable people modding the game to change the levelling requirements. I've got it so that I can specify the number of XP needed for the last level up, but I w...

Lots and lots, just search the site. All of these are from "leveling up": gamedev.stackexchange.com/search?q=leveling+up
 
Evening
@user11177 generally keep it fast at low level cos that makes it addictive to some people.
 
Mornin' (UGT)
 
whats new all
 
3:11 AM
JSON awesomeness
:D
 
still working on it :P ?
infact i wanted to ask you a Q about your suggestion from the other night
 
Heh, you bet, but I'm getting close to the end, I hope
Yeah, shoot
 
well lets say user clicks upgrade which takes 1 hour... then user logs in 2 hours later
pre upgrade the building generated X amount post upgrade it was x+2
how would you calculate it on interaction to include both levels
 
Right, I'll first explain how it could work with 1 event, then try to expand that to N events:
 
okay
 
3:16 AM
So: to create our timeline:
T0 - User starts upgrade, it will complete at T1. Upgrade is marked for completion at T1. User logs out
T1 - Nothing happens because nobody is here
T2 - User logs in, sees that upgrade finished at T1 and does some calcs:
You'd need to calc 'X' from T0 to T1 at the rate without the upgrade, then from T1 to T2 with the upgrade
 
won't i need to store logout time =/ or at least "last update" time
 
When the player's empire is updated, you should store that time and use it as T0
 
okay
 
Then since the upgrade has a time (T1) that is greater than T0, but less than the current time (T2), you'll need to update in steps like this
This will be quite common, and more than likely multiple steps. If you have 2 upgrades:
T0: Queue U1 and U2, taking 1 and 2 hours respectively. Logout
T1: U1 is done, but nobody is here to see it
T2: U2 is done, but nobody is here to see it
T3: User logs in
 
hmm trying to work out how ill make the db for it
 
3:21 AM
Same deal, Calc everything from T0 to T1, apply U1, then calculate from T1 to T2, apply U2, etc
Well... There's only a few important bits of time-related info: When the empire was last updated, when stuff will be done, and the current time
The "when stuff will be done" is going to have to be one time per item
 
so something like:

uid | build_id | upgrate_start | completes_on | length_minutes
actually i don't need completes_on really =/
i can calc that
 
I'd use completion time, since it's more important in calculations. Only the user cares when it started
But yeah, I'd keep only one of the two dates
 
won't i need to know when it started to know if there was time beforeit finished to give the post ugprade resources
 
Umm... I'm not sure if I follow
 
well if upgrade took 1 hour for that one hour itll be giving resources of normal for that one hour
then upgraded finished it is then doing an extra lets say +1 from then on per cycle
 
3:29 AM
Well, doesn't it only change at the completion time?
 
yeh
itll start giving +1 more after upgrade finished
but for an hour of the users logged out time the building's upgrade was not finished so it was giving the default amount
so example:
user - upgrades (it takes 1 hour)
user - logs out
for 1 hour he gets 1 per 5 minutes
upgrade now finished
for 2 hours he gets 2 per 5 minutes
 
So upgrades start to work before they are done?
 
eh?
 
(you said U1 takes 3 hours, yet production went up after hour 1)
 
oops
fixed :P
 
3:33 AM
Right. The starting date isn't important because nothing changes at the starting date, I'm assuming you've been collecting 1 unit / 5 minutes until now
 
yup
but when user logs in 3 hours later how does it know it was level 1 for 1 hour then level 2 for 2 hours
 
The end date is the important bit of info: when did this upgrade start working
In your example, T0 (when the user starts the upgrade) is in the DB as the last empire update time. T1 (when the upgrade is done) is in the DB when the user clicks "upgrade". T3 (when the user logs back in) is the current time. You have all the time info you need to calculate:
T1 - T0 = 1 hour * (1 / 5 mins)
T2 - T1 = 2 hours * (2 / 5 mins)
Yeah?
 
so t0 is start time ?
t1 is upgrade complete time ?
t2 is now
 
Correct
 
ok got it
wont i also need last interaction in there too
 
3:44 AM
T (short for Time), and the numbers indicating a reference #. So like: T[0]
Depends, I might have only 1 number for the entire empire
So, "Last empire update" or "Last Interaction", yeah, same thing
I'm using "empire" to mean "player"
 
wait so t0 as start time is infact last interaction
 
The last time your production or upgrades or player has been updated
 
T1 - T0 = 1 hour * (1 / 5 mins) //time passed since last interaction
T2 - T1 = 2 hours * (2 / 5 mins) //time passed since upgrade
ok so i only need to store completion time i understand now
oh and last interaction time
 
:) cool
 
thanks for explaining :D
 
3:48 AM
Yeah, no problem
 
sm4
@Byte56 Thanks for pointing out the duplicate, this is (IMHO) the best example of a duplicate, that is hard to find. The title of the second question is more appealing.
@Byte56 And I have also flagged it as duplicate to close it asap :)
 
Sure thing. When you spend as much time on the site as I do, you remember when these questions were asked before. :)
I'm sure you'll get your rep back on your new answer in no time
5
Q: Show path of a body of where it should go after linear impulse is applied

Farooq ArshedI am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or...

 
Yeah, I could have sworn it was a dupe, but I couldn't find one
 
sm4
Oh, I don't mind the rep :) The only difference it makes, people will expect more from me.
 
It was in the related list.
 
sm4
3:52 AM
@Byte56 The system is smarted than it seems :)
I usually go through old Andengine questions, but I must have missed this one. Or it is exactly in the middle between active and inactive, where I haven't been yet :D
 
The related list is also shown the the user as they're creating their question, so more than one person missed it.
 
sm4
Ah, and free badge. Cool
Disciplined. Worth more than 30 rep for sure!
 
Only 10 rep now
 
sm4
So fast? :)
 
Someone must have linked it in chat.
 
sm4
3:56 AM
@Byte56 ;)
BTW I already released two alpha versions of my games to play store. Right now they are being alpha tested. I will release the first one soon I believe, because there are no bugs so far... First download and I get to be a real game developer!
 
Congrats! That's a big step.
 
Does it cost ?
(for them to alpha test)
 
sm4
yeah, feels good. The other game has "levels", so I just released the game with about 25% of levels to alpha test.
Programming took like 4 weeks, but making content is pain...
No, it doesn't cost anything.
 
nice
 
sm4
I released alpha version and now I am using my friends to test it.
 
4:00 AM
how fussy are they about upping to play store
 
sm4
1
A: Betatesting an android game. Best practices?

sm4Google Play allows you to upload an alpha or beta version of your app and lets you choose a group of testers. The group can be a Google Group or Google+ Community. I highly recommend using social media to spread the word and involving (or hiring) interested people in beta testing. You can also hi...

I am doing exactly this.
 
Pretty authoritative answer then :)
 
sm4
@Byte56 yeah :) Using friends is the best, but fiverr people can be very useful too. Friends tend to be too nice when judging the game.
Which is encouraging, but you know :D
 
so is apple store worth doing too
 
Yeah, dump it on reddit if you want honesty
 
4:36 AM
sigh. "Proper" setter methods that are designed to help you can kinda hurt in a component data-oriented system
public float Armour
{
	get
	{
		return armour;
	}
	set
	{
		int initialHitPoints = (int)armour;
		armour = MathHelper.Clamp(value, 0, TotalArmour);
		OnArmourChange(initialHitPoints);
	}
}


public int TotalArmour { get; set; }
And I populate this with json:
"HitPoints" : {
	"Armour" : 50,
	"TotalArmour" : 50,
}
Armour gets set first, bounds check causes that to flatline, causing my entity to die in the first frame, causing me to see a flicker of a sprite and go "wtf?"
sigh
lol, and on top of that, my game detected that there was no power in the world and declared that the game was over, but since my first frame didn't run to completion, my "OnGameEnd" events didn't run, and in result, it wouldn't let me bring up the in-game menu with Esc because it thought it was already up
ehhh... Fail cascade
 
sm4
@Dave I don't know about apple store. I am developing for Android only. I know there's plenty of multiplatform engines, but I wanted to start small. One engine, one platform.
@Byte56 and another badge, revival :D
 
4:57 AM
heh, nice
 
5:51 AM
@JohnMcDonald I think your setter should be private, and you should put that logic into some other function with a public interface. Then you can make your objects with a constructor that can use the private accessor.
 
6:33 AM
i dont want to waste a question being downvoted, but i need to ask it anyways. I need a language that can always respond to user input real-time as if in a video game, but in a text based terminal window/text screen. C++ doesn't quite do this without including their windows.h library. whenever the programs you write in C++ ask for input, they pause the program and I don't like that. (there are ways around this, i just wish a language could do this more naturally.)
 
@0xFFF1 yo, try this guy. Non-blocking input is the term to search. stackoverflow.com/questions/6171132/…
 
7:03 AM
so also can i set the "history" to just 1 screen?
so that the user can't scroll to see the previous game stuff
C++
 
7:15 AM
okay so i have to reduce the size of the console buffer
 
 
1 hour later…
8:35 AM
hmm, if you'd store positions in python, would you do it in a 2D array, or in a dict with a tuple as key?
I assume the dict will be much faster in access?
 
9:05 AM
nvm, can use every coordinate like that, much handier
 
9:40 AM
tips hat
 
 
2 hours later…
12:06 PM
@Blue hi
 
Hey @AlexM. - How are ya?
 
so-so, can't complain though
would be better if it was already holiday :(
but I'll get there sometime soon
 
Soon enough my friend, holiday is around the corner
 
yup
 
12:31 PM
hmm, I'm curious, how is offscreen AI handled in large RTS games such as um superpower and the likes? I'm working on a 2D game & was planning to load the world in "chunks" (tile/based), but wondering on how to solve AI that would happen far offscreen
 
0
A: C# and Unity - Learning to Develop a game by developing the game I want to develop

BlueYour question is incredibly broad but still very answerable. This answer completely depends on your personal preference with the way you work and more importantly on what will make you as a developer finish a working game. Will hacking together bits and pieces and then adding the polish later ...

Boom
@Busata Can you give us a good example?
(damn double posts)
 
for example, I'm running around and far offscreen the enemy is building up a base
well, didn't really think this question through :p
 
That's fine
 
let's compare it with minecraft! if AI would happen a few biomes away (ie, something building/mining), would you load those "chunks" & operate the AI on it?
 
generally if you have an asset such as an enemy that is going to affect your chunk then you would render/initialise the chunk itself and run the ai (although not neccessarily render it graphically, just store its actions in memory)
In minecraft a biome that is far away does not do anything
 
12:36 PM
yup, I know
but in my 2D variant I would want something like it
 
unless it has been recently rendered and is active (such as mob grinders) then there is actually nothing stored there
and Minecraft utilises a sort of "half built" prefab idea
So if you walk into a new biome it decides if there will be something built - such as a village - and then decides on its completeness.
 
it generates new chunks based on seeds & stores the delta(?)
 
if it is 50% completel then it generates the blocks accordingly
To a degree yes.
There isn't much "built" by other npcs in minecraft though assides from the block moving enderman.
So it's maybe not the best example
let me think of another
 
mm
 
Like Starcraft2 - imagine a huge map with fog of war.
Now imagine ghosts can fire nukes from the other side of the map and don't need to be visible on your screen.
The ghost itself has not been seen by the player at all so is not rendered - but as an asset it still will be loaded and initialised into your games memory to process its routines and its behaviours are live.
 
12:39 PM
uhu
 
Regardless of the fact that it is miles away the game still has initialised a ghost, knows its location, and is processing its AI and actions.
 
I guess skyrim and predecessors does that too in a way? at least for travelling merchants etc
 
Travelling merchants are stored in much the same way.
So it has a journey plan, A to B, and a time expectancy.
Skyrim just calculates all the merchants in the game, their journey route, and based on time expectancy -their location
if their location matches something within the view distance of the player then the assets are loaded for the physical objects of the courier and you see it in game.
otherwise there is no tracking needed and it checks again in 30 seconds.
That's the kind of principle that can work there.
 
oh well, will first get the chunking working :p
 
Good idea! You can create a type of chunk property called "live" or "effecting" to keep track of active chunks that have essential actions being run that can directly affect the player (such as a nuke :D )
Then cycling these makes organising them much easier
 
12:51 PM
ah, good idea :)
still, much work
I was trying an entity component based engine
but also included my tiles and so on into it
and I think I'm trying to fit too much into that pattern
 
Whatever pattern works for you is the right pattern basically
 
well, not thinking it anymore, it's like trying to fit a circle into a square ;(
 
Whatever works and in your mind is something you can program - then there is nothing to say that isn't the correct way to code it.
 
or the other way around :)
 
You can ;)
 
12:54 PM
yes, but you're making adjustments one way or another
bad comparison perhaps, but it's making things harder
 
@Blue my english friend!
Hello :)
 
Hey @ToddersLegrande - how are ya man?
 
Tired... and time for a meeting. :(
 
Don't fret bro, just remember - my hat will always cheer you up.
puts awesome hat on @ToddersLegrande head
 
1:10 PM
howdy folks
 
@Shotty
Well shit - I was in hospital when the Moderator nominations were being done - fuck. Wanted to join that.
 
1:25 PM
Todders now has an awesome hat!
 
@Blue Awwww
 
1:43 PM
Well I'm really rooting for the people I voted for.
@Blue it might be better that you aren't going to be a mod. :P
You'd have to behave yourself then
You'd have to give everyone equal awesome hat time. Can't be choosing favorites
 
I can choose as many fucking favourites as I like! :P
I just have to punish them equally.
 
im eating ice cream
yum
 
@ToddersLegrande - now you have your own hat
 
2:02 PM
http://news.bigdownload.com/2008/09/25/download-the-suffering-full-free-game/
The Suffering for free.
really awesome action horror game
 
2:17 PM
@ToddersLegrande - check out yo hat
 
he can't
I'm stealing it
 
@AlexM. One of the first games I ever played back when I got my Xbox one.
So good. Also the design lead released a book on level design. Also very good.
 
I first got it as a free full game with a magazine
 
@AlexM. Can make you one too if you like.
 
sure :D
gives hat back to todders
 
 
yaaay :D
thanks
 
No problem, enjoy it!
 
@Blue nice.
 
Can you imagine the pictures in here just being all hat...
Would be like TF
 
I want to photoshop it on top of a picture of me
 
2:28 PM
You have my permission to do so :D
 
already GIMPed it on my pony
 
The problem is I won't be home until over 8 hours from now and I won't remember :P
 
you'll see my avatar and remember :P
 
Oooo maybe
 
 
2:29 PM
whenever yours decides to refresh :P
 
@JohnMcDonald @jon @almo
@AlexM. you were canadian too, right?
 
Alex is Romanian
 
yeah
Romanian not Canadian :D
 
so who was the other canadian guy?
 
Jon is Canadian....
Jon and John and...
 
2:30 PM
I know we had too.
 
Almo
Shotgun and I are Wisconsinites
 
if I were Canadian, I wouldn't be arguing with everyone about everything lol
 
@ToddersLegrande I guess I was looking for almo :D
@AlexM. yeah? can you prove it?
 
@Gajoo don't even get me started :P
 
2:31 PM
^ proof
 
based on if both sides know each other, Iranians could be much worst
excluding me, I figured if I want to get somewhere, I should go there there is no point waiting for others to go first :P
 
avatar changed, but will take a while to get applied here I guess
Alex M., Cluj-Napoca, Romania
948 5 23
 
game dev includes higher concpetual game dev concepts? (by virtue of it still being game dev)
 
@0xFFF1 what do you mean? The site?
 
such as do i place a potion merchent here in this town?
in game
not my exact question
 
2:35 PM
@AlexM. I love it
 
Like questions about level design?
 
just to illustrate whati meant
 
:D
 
game balance /etc
would this work: (wait)
 
@AlexM. seems like someone stole something from @blue
 
2:38 PM
I didn't steal, he gave me the hat :D
 
he only tip it of, you took it without his permission
 
the player, the monsters, and the merchants as three separate parties. the player needs to beat up monsters for exp points and potions from merchants to continue to fight, the monsters need healing and reviving to survive (also bought from merchants) and the merchants need potion ingredients from the player and the monsters to make potions to sell. these potions are only able to be processed in such bulk by merchants thus their potions would be cheaper than making them yourself.
 
@Gajoo read all of the log
 
supply vs demand in single(/multi)player games where NPCs varied their prices to match S&D.
also the monsters make money by finding potion ingredients
 
.
 
2:42 PM
some of which is stolen by the player when he defeats them
mmm, is this a potentially zero-sum game though
is that bad?
 
so player, monster = working ants, merchandise = big corporation.
 
you can introduce new resources though farming ect
and loose resources though crafting/production
 
both monsters and the player would be capable of farming
then
 
so basically eve in a fantasy setting?
 
oaky
okay
wondering since Monsters and Merchants are NPCs anyways
could this be singleplayer?
 
this would spoof most of the fantasy setting anyways because the player would be essentially the bad guy of the world
make this a question and post it here?
get ideas?
 
@ToddersLegrande classy
 
need to phrase it differently but it could work
 
The style of the hat doesn't really work with the model but thats ok :)
Or the angle for that matter
 
looks cool to me
 
2:52 PM
@AlexM. your hat is in chat now :D
 
clicks refresh
yaay
 
I am not yet classy >:|
 

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