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  • how should I design Objects around this business requirement?

    - by brainydexter
    This is the business requirement: " A Holiday Package (e.g. New York NY Holiday Package) can be offered in different ways based on the Origin city: From New Delhi to NY From Bombay to NY NY itself ( Land package ) (Bold implies default selection) a. and b. User can fly from either New Delhi or Bombay to NY. c. NY is a Land package, where a user can reach NY by himself and is a standalone holidayPackage. " Let's say I have a class that represents HolidayPackage, Destination (aka City). public class HolidayPackage{ Destination holidayCity; ArrayList<BaseHolidayPackageVariant> variants; BaseHolidayPackageVariant defaultVariant; } public abstract class BaseHolidayPackageVariant { private Integer variantId; private HolidayPackage holidayPackage; private String holidayPackageType; } public class LandHolidayPackageVariant extends BaseHolidayPackageVariant{ } public class FlightHolidayPackageVariant extends BaseHolidayPackageVariant{ private Destination originCity; } What data structure/objects should I design to support: options a default within those options Sidenote: A HolidayPackage can also be offered in different ways based on Hotel selections. I'd like to follow a design which I can leverage to support that use case in the future. This is the backend design I have in mind.

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  • Game Design Schools in Canada

    - by CptJackLoder
    I am a High School student in Ontario and i am trying looking for college/university programs the are specifically about game design. There are quite a few at most colleges near me, but they are all BA's and I am looking for a BSc. The only one i have been able to find is at digipen but that is across the continent and more importantly outrageously expensive. Does anyone know of and programs in Canada or the US that offer a BSc in Game design?

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  • C++ Game Library for SVG Based Game

    - by lefticus
    I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • A list of game mechanics

    - by Iain
    I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like running, jumping climbing ladders, etc Does any one have any suggestions or can point me to good existing lists? My WIP list is already proving to be quite useful to me in the way I think about games.

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  • Design Code Outside of an IDE (C#)?

    - by ryanzec
    Does anyone design code outside of an IDE? I think that code design is great and all but the only place I find myself actually design code (besides in my head) is in the IDE itself. I generally think about it a little before hand but when I go to type it out, it is always in the IDE; no UML or anything like that. Now I think having UML of your code is really good because you are able to see a lot more of the code on one screen however the issue I have is that once I type it in UML, I then have to type the actual code and that is just a big duplicate for me. For those who work with C# and design code outside of Visual Studio (or at least outside Visual Studio's text editor), what tools do you use? Do those tools allow you to convert your design to actual skeleton code? It is also possible to convert code to the design (when you update the code and need an updated UML diagram or whatnot)?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Game Development Blog Aggregators [duplicate]

    - by Eric Richards
    This question already has an answer here: Game development Blogs [closed] 57 answers I'm a big fan of link collection blogs like Alvin Ashcraft's Morning Dew, Jason Haley's Interesting Finds, and Chris Alcock's The Morning Brew for aggregating interesting blogs on .Net related development stuff. I'd like to find something similar for game development blogs. I follow GameDev.net's articles and developer journals, and #AltDevBlogADay, but would love to see some more, if anyone knows of any interesting links.

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  • Starting point for a simple game written in action script [closed]

    - by Hossein
    Possible Duplicate: AS3/Flash Game Dev: Looking for good & current step by step. Hi, I want to develop a simple game like: http://www.albinoblacksheep.com/games/falldown2 And then making it a bit more fancy. But I don't know where to start. I have already started AS3 so I know about the syntax and stuff, but I am kinda lost. Does anyone knows of a nice starting point or a tutorial that can help me with this? Thanks

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • Rule of thumb for enemy design

    - by Terrance
    I'm at the early stages of developing a 2d side scrolling open ended platformer (think metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy design with respect to keeping your player engaged?

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  • How to deal with Character body parts from Design to Cocos2d

    - by Edwin Soho
    I'm trying to figure out the pattern the game developers use together with game designers: See the picture below with the independent parts: Questions: 1) Should I create different image parts from different body parts or keep frame by frame animaton? (I know both can be used, but I'm trying to figure what is commonly used in the industry) 2) If I'm going to generate different image parts from different body parts (which is I thing is more logical) how would I export that to Cocos2d (Vector or Bitmap)?

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  • Calculating Delta time , what is wrong?

    - by SteveL
    For 2 days now i am trying to calculate the correct delta time for my game , I am starting to getting crazy since i tried all the solutions that i found on the 5 first google pages... What is wrong? I cant get the correct delta time ,whatever i tried is just not working , the delta goes from 1 to 4 and then back 1 and then to 3 even if i take the averange delta between many frames.Plus the game runs way much faster(i mean the movement) on slow devices than in fast. The game runs on android so the spikes between frames are expected. My code is this: void Game::render() { timesincestart=getTimeMil(); _director->Render(); _director->Update(); float dif=(getTimeMil()-timesincestart);//usally its about 5 milliseconds lastcheck++; sumdelta+=dif; if(lastcheck>20) { sumdelta=sumdelta/20; delta=sumdelta; sumdelta=0; lastcheck=0; } LOGI("delta:%f",delta); }

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  • Alternatives to a leveling system

    - by Bane
    I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D (<canvas>) Persistent (as in, players have accounts and don't have to use a new mech each time they start a match) Players earn money upon destroying another mech, which is used to buy parts (guns, armor, boosters, etc) Simplicity (both of the game itself, and of the development of said game) No "leveling" (as in, players don't get awarded with XP) The last part is bothering me. At first, I wanted to have players gain experience points (XP) when destroying other mechs, but gaining two things at once (money and XP) seemed to be in conflict with my last point, which is simplicity. If I were to have a leveling system, that would require additional development. But, the biggest problem is that I simply couldn't fit it anywhere! Adding levels would require adding meaning to these levels, and most of the things that I hoped to achieve could already be achieved with the money mechanic I introduced. So I decided to drop leveling off completely. That, in turn, removed a fairly popular and robust mean of progression in games from my game (not that I would use it well anyway). Is there another way of progression in games, aside from leveling and XP points, that wouldn't get rendered redundant by my money mechanic, would be somehow meaningful (even on a symbolic level), and wouldn't be in conflict with my last point, which is simplicity?

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  • What web technology could I use which would support a decision tree?

    - by Rami Alhamad
    I am a big game development fan but I haven't done any commercial work in the past. I have been asked by a non-profit to look at developing a game similar to the award-winning www.playspent.org They want the following features: support 5 scenarios mobile isn't important but compatibility with older browsers would be a big bonus they want it to be visual and audible bonus is to have it easily modifiable support 4 languages I don't have much knowledge of Flash and would rather avoid using it as a solution. I started breaking down the problem into segments that I will need to examine, they are as follows: ability to read the game flow from a file that they can produce (xml, etc.) db design to store decision tree language challenge browser compatibility I am leaning towards an Google app engine/GWT solution but I am not sure what technology is best for this. I am really hoping to get your opinion/recommendation on my approach and on what technology is best. A special thanks (and beer if you live in Toronto) will be awarded to anyone who can help give me a ballpark estimate on how much such a game should go for. I know it's tough to estimate but any rough figure will help (how much would you charge for building something like playspent.org?) Thanks in advance

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  • Starting an HTML canvas game with no graphics skills

    - by Jacob
    I want to do some hobby game development, but I have some unfortunate handicaps that have me stuck in indecision; I have no artistic talent, and I also have no experience with 3D graphics. But this is just a hobby project that might not go anywhere, so I want to develop the stuff I care about; if the game shows good potential, my graphic "stubs" can be replaced with something more sophisticated. I do, however, want my graphics engine to render something approximate to the end goal. The game is tile-based, with each tile being a square. Each tile also has an elevation. My target platform (subject to modification) is JavaScript rendering to the HTML 5 canvas, either with a 2D or WebGL context. My question to those of you with game development experience is whether it's easier to develop an isometric game using a 2D graphics engine and sprites or a 3D game using rudimentary 3D primitives and basic textures? I realize that there are limitations to isometric projection, but if it makes developing my throwaway graphics engine easier, I'm OK with the visual warts that would be introduced. Or is representing a 3D world with an actual 3D engine easier?

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • multi user web game with scheduled processing?

    - by Rooq
    I have an idea for a game which I am in the process of designing, but I am struggling to establish if the way I plan to implement it is possible. The game is a text based sports management simulation. This will require players to take certain actions through a web browser which will interact with a database - adding/updating and selecting. Most of the code required to be executed at this point will be fairly straightforward. The main processing will take place by applications which are scheduled to run on the server at certain times. These apps will process transactions added by the players and also perform some automatic processing based on the game date. My plan was to use an SQL server database (at last count I require about 20 tables) and VB.net for all the coding (coming from a mainframe programming background this language is the simplist for me to get to grips with). I will also need a scheduling tool on the server. Can anyone tell me if what I am planning is feasible before I dive into the actual coding stage of my project?

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  • Need game development sandbox like Etoys to do 2D games prototyping

    - by Dimitry Tato
    I am new to game development, and currently working on development a mobile 2D game (for android). As the part of the development process, I need to build a prototype and playtest it, to see if the game mechanics and user interaction is ok For example: if I have a starship shooting at ememies, I need to see what's the best size for my starship. what trajectories should the enemy ships fly and what velocity. Should the enemy ships be coming only from left to right, or also from top Should the enemy ships form a 'flock' or just fly by themselves what's the best 'powerup' pickup mechanics: to shoot it, or to pick it with the ship etc Implementing these details directly in Java (Android) is time consuming and as many of the 'hypotheses' will be rejected, I also don't want to invest a lot of time to code thigs, majority of which gonna be rejected. I found 'tool' Etoys http://www.youtube.com/watch?v=34cWCnLC5nM&feature=related and official website http://www.squeakland.org/ which helps to build 'prototype' quickly, but Etoys is meant for children learning programming and is too basic. SO MY QUESTION IS: Is there any prototyping tool, as simple as Etoys and with better prototype quality?

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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