Anyone know most computer friendly way of converting a vector into a distance from its origin to where its pointing? like 2d, origin 0, vector (5,6) etc?
It's obsolete and it makes people think modelling related questions should go here. There's already a separate Blender SE for that.
In my opinion this tag should be separated into blender-engine and blender-file-format.
What do you reckon's more fun/rewarding - Killing a boss and knowing you'll get some awesome loot, or finding awesome loot in a random chest leading up to the boss?
Guaranteed carrot like Destiny or WoW (or even Diablo), or that small chance carrot from some trash? (or both can be valid I guess)
I'm typing up a rough design doc for a blog post, and it's on my mind
I like sometimes when the boss make a surprise entry. Have a mini boss of moderate difficulty, walk to the chest thinking "that wasn't too bad..." BOOM ass kicking boss bursts in.
I think it's best to give the player small amounts of treasures randomly but give a big stash after a boss kill. It keeps the player entertained and gives him a huge push toward the next boss/level/dungeon
yeah like, Zelda is in a league of its own. Each item is basically a mechanical key to unlock a door in the dungeon (bow&arrow, boomerang, leaf, bomb, etc)
defeating a boss just gives you an overarching quest item and a +1 heart
Acquiring trash in a more "action rpg" game can get old, but it is fun when you happen to get that small chance of a rare drop out of nowhere
but I think it does feel nice when a boss drops something good you wanna equip right away otherwise it feels like a letdown
bosses with loot tables is fun too, small % chance to drop this, that, or the other item and if you really really want that certain item, you'll spend 30 mins rushing to the boss to try and get it to drop the item
There's a part where he says "Someone found a way to [sell the merchants items to the merchant] in Oblivion, then someone else did it in Morrowind, then Fallout 3 and later I did it in Skyrim. So if something, Bethesda is consistent"
I'm looking for some advice from someone who is good at data structure based on a design that i have no idea how to setup to begin with
i currently have a map environment which is all grid based - works perfectly. the problem is, every thing is square/rectangular in shape
and in all honesty i feel like curved areas would make it look much nicer but going from a system with grids to a system involving curves i have no idea where to begin
so the game system currently is a bunch of rooms inside a building and currently all rooms box shaped. i am not sure if i want the curves quantized so with fixed discrete sizes or totally free hand. i think discrete sizes would make life easier to control the overall visual end result though
since i currently use a grid i imagine curves don't really apply to a grid data setup like tiles[x,y]