Game Development

Game development and other polite discussion. Game development...
Kay
Nov 8, 2019 20:39
yeah i would totally not do that
Kay
Nov 8, 2019 20:31
look at your game, let people try it, gather feedback, do research
Kay
Nov 8, 2019 20:30
you can't generalize
Kay
Nov 8, 2019 20:30
there are roguelikes which vary from 10 minutes to 50 hours per playthrough
Kay
Nov 8, 2019 20:29
There are literally an unlimited amounts of routes you can go
Kay
Nov 8, 2019 20:28
I would just do case. Look at games where you lose often (roguelike/lites), where you play cooperatively against the game, where you play alone, look into infinite games, look at games with a ladder system/highscore etc
Kay
Nov 8, 2019 20:26
Nah but there are a lot of things one can do but you really have to look into your game in particular
Kay
Nov 8, 2019 20:25
"you lost noob xDDDDdDdDDD"
Kay
Nov 8, 2019 20:24
How good is the game at telling why you lost or won ?
Kay
Nov 8, 2019 20:24
Something that eases the frustration
Kay
Nov 8, 2019 20:23
It depends on the game, how long is a play session. Are there any rewards for losing ? Are there solid comebackmechanics (no point in playing a match for 1 hours if you know you lost since minute 5)
Kay
Nov 8, 2019 20:21
It really depends on the game
Kay
Nov 8, 2019 20:17
you can indirectly change a different collection when it was already processed and it will be cleaned by the end of the method
Kay
Nov 8, 2019 20:10
Silently creeping errors
Kay
Nov 8, 2019 20:09
here in Update() github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/… you can create entities in EntityChanged and EntityAdded of these will be completely swallowed
Kay
Nov 8, 2019 20:05
Yeah I think so too, though I am quite certain it has some problems at certain parts leading to "random" behaviour
Kay
Nov 8, 2019 20:01
If I can't get into one, I'll probably found my own
Kay
Nov 8, 2019 19:58
With these low numbers per club they seem to be very elite, I must get into one
Kay
Nov 8, 2019 19:56
and finding components that match the system that is
Kay
Nov 8, 2019 19:56
@trollingchar the barebone library mostly does exactly that, like the housekeeping you have to do when dealing with components being added and removed
Kay
Nov 8, 2019 19:54
I am pretty certain a secret club exists for ECS-zealots :<
Kay
Nov 8, 2019 19:54
Yeah, while this post claims there is not Council for ECS gamedev.stackexchange.com/questions/154206/…
Kay
Nov 8, 2019 19:52
I am currently porting an existing project for giggles to ECS.
So currently I have a SequenceQueueSystem where i pretty much just enqueue Sequences and they are just played out. On the other side I have a different System which waits for Queue to be empty so it could do its Update
Kay
Nov 8, 2019 19:41
So I am using a really barebone library for ecs and i've been looking into their examples of games and I noticed that none of the systems referenced another and I wonder whether that is normally the case 🤔
Kay
Nov 8, 2019 19:37
what a coincidence :P
Kay
Nov 8, 2019 19:32
What you up to
Kay
Nov 8, 2019 19:21
Currently doing my first steps in ECS and I have to rethink my life now
3
Kay
Nov 8, 2019 18:59
Hey guyses
Kay
Oct 28, 2019 20:22
Nah, probably final fantasy tactics
Kay
Oct 28, 2019 20:09
final fantasy tactics ?
Kay
Oct 28, 2019 20:09
fft ?
Kay
Oct 28, 2019 19:55
I did a great job though, but I might be a little biased
Kay
Oct 28, 2019 19:53
That wasn't exactly rubberducking :P You guys did clear some things up
Kay
Oct 28, 2019 19:44
Alright, not dealing with floatings accumulating to 1 i instead use integers accumulating to 1000000 and just math.ceiling when dealing with roundings seem to work as expected
Kay
Oct 28, 2019 18:56
@trollingchar depends what you are refering to
Kay
Oct 28, 2019 18:55
Yeah we've been talking past another :P I am not using deltaTime for my gamelogic whatsoever other then calculating how many gameticks i have to do
Kay
Oct 28, 2019 18:45
We might talk past another but I run fixed game ticks, so whether my engine gives me 10 or 60 frames or small or big delta timesdoes not matter. I run exactly the amount of frames I set it up to and I control this centrally here
Kay
Oct 28, 2019 18:38
Yeah I don't really have to bother with physics here. I don't see the updateloop for this case/game being a real problem here
Kay
Oct 28, 2019 18:30
so i guess for both its a yes
Kay
Oct 28, 2019 18:30
i barely see any advantage in having more frames per second :d
Kay
Oct 28, 2019 18:29
Currently I have no frame issues, constant 60-ish
Kay
Oct 28, 2019 18:26
well this is the place in my game where I guarantee exactly that, that i process exactly 100 ticks every second (disregarding rounding errors)
Kay
Oct 28, 2019 18:22
no its a constant
Kay
Oct 28, 2019 18:20
in this case CombatUtis.TickDuration being 0.01d
Kay
Oct 28, 2019 18:20
Basically I process 100 ticks per seconds
Kay
Oct 28, 2019 18:19
This is monogame but I don't think this is engine related
Kay
Oct 28, 2019 18:18
hastebin.com/dahavudihu.cs heres a glimpse of my combat loop. I think that should answer your question
Kay
Oct 28, 2019 18:17
Because I think thats what I am doing :p
Kay
Oct 28, 2019 18:16
Could you elaborate