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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • Les netbooks connaissent une progression record de 71 % selon Gartner : qui a dit qu'ils étaient dép

    Mise à jour du 26/05/10 Les ventes de Netbooks connaissent une progression record De + 71 % par rapport au premier trimestre 2009 : qui a dit que les PC low-costs étaient morts ? 2009 avait été une année noire mais tout de même. Selon le cabinet Gartner, les ventes de PC portables auraient progressé de plus de 40 % au premier trimestre 2010 par rapport au premier trimestre 2009 (+ 43,4 %). Le cabinet précise qu'il s'agit de la plus forte progression enregistrée depuis 8 ans. Plus impressionnant encore « les Netbooks ont participé pour une part importante à la croissance, leurs ventes ont progressé de 71% par rapport à la mêm...

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  • Les netbooks connaissent une progression record de 71 % selon Gartner : qui a dit qu'ils étaient dép

    Mise à jour du 26/05/10 Les ventes de netbooks connaissent une progression record De + 71 % par rapport au premier trimestre 2009 : qui a dit que les PC low-costs étaient morts ? 2009 avait été une année noire mais tout de même. Selon le cabinet Gartner, les ventes de PC portables auraient progressé de plus de 40 % au premier trimestre 2010 par rapport au premier trimestre 2009 (+ 43,4 %). Le cabinet précise qu'il s'agit de la plus forte progression enregistrée depuis 8 ans. Plus impressionnant encore « les netbooks ont participé pour une part importante à la croissance, leurs ventes ont progressé de 71% par rapport à la mêm...

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  • « Les DSI utiliseront plus astucieusement l'informatique en 2012 » d'après Oracle, qui prévoit une progression des CRM

    « Les DSI utiliseront plus astucieusement l'informatique en 2012 » D'après Oracle, qui prévoit une progression des CRM Pour préparer l'avenir, « les DSI utiliseront plus astucieusement l'informatique en 2012 ». Telle est l'une des conclusions tirées par Oracle de l'étude que la société a commanditée à PwC Cette étude révèle que les priorités des fournisseurs de services de télécommunication pour 2012 sont de rechercher un meilleur équilibre entre l'informatique interne et l'externalisation, et de mieux utiliser des applications telles que la gestion de la relation clients (CRM) Concrètement, le rapport montre que 60% des DSI consacrent actuellement plus de la ...

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  • RPG level-experience formula [closed]

    - by Comy
    I want to make an RPG game and I would like an advice on how should I create my level-experience formula. I saw this formula http://rsdo.net/rsdonline/guides/Experience%20formula.html#PHP and I created a formula myself and I want to ask you which would be better. RuneScape rates My rates Level 2 - 83 xp Level 2 - 35 Level 3 - 174 xp Level 3 - 84 Level 4 - 276 xp Level 4 - 150 Level 5 - 388 xp Level 5 - 238 Level 10 - 1,154 xp Level 10 - 1,087 Level 100 - 14,391,160 xp Level 100 - 311,017 As you can see at level 100 RuneScape's xp is very big and my level 100 is equal with RuneScape's Level 61. Is it better if the xp grows very fast at one point or depends on how I make my game?

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I'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 ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • Python progression path - From apprentice to guru

    - by Morlock
    Hi all, I've been learning, working, and playing with Python for a year and a half now. As a biologist slowly making the turn to bio-informatics, this language has been a the very core of all the major contributions I have made in the lab. (bash and R scripts have helped some too. My C++ capabilities are very not functional yet). I more or less fell in love with the way Python permits me to express beautiful solutions and also with the semantics of the language that allows such a natural flow from thoughts to workable code. What I would like to know from you is your answer to a kind of question I have seldom seen in this or other forums. Let me sum up what I do NOT want to ask first ;) I don't want to know how to QUICKLY learn Python Nor do I want to find out the best way to get acquainted with the language Finally, I don't want to know a 'one trick that does it all' approach. What I do want to know your opinion about, is: What are the steps YOU would recommend to a Python journeyman, from apprenticeship to guru status (feel free to stop wherever your expertise dictates it), in order that one IMPROVES CONSTANTLY, becoming a better and better Python coder, one step at a time. The kind of answers I would enjoy (but feel free to surprise the readership :P ), is formatted more or less like this: Read this (eg: python tutorial), pay attention to that kind of details Code for so manytime/problems/lines of code Then, read this (eg: this or that book), but this time, pay attention to this Tackle a few real-life problems Then, proceed to reading Y. Be sure to grasp these concepts Code for X time Come back to such and such basics or move further to... (you get the point :) This process depicts an iterative Learn/Code cycle, and I really care about knowing your opinion on what exactly one should pay attention to, at various stages, in order to progress CONSTANTLY (with due efforts, of course). If you come from a specific field of expertise, discuss the path you see as appropriate in this field. Thanks a lot for sharing your opinions and good Python coding!

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  • Accélération de l'adoption de Windows Phone par les développeurs, Flurry constate une progression de 600% des projets pour l'OS

    Accélération de l'adoption de Windows Phone par les développeurs Flurry constate une progression de 600% des nouveaux projets pour l'OS La galerie d'applications Windows Phone (qui a dépassé les 100 000 applications) continue à croitre à un rythme accéléré, signe que les développeurs s'intéressent de plus en plus à l'OS mobile de Microsoft. Flurry vient en effet de confirmer par une étude la progression de l'adoption de Windows Phone par les développeurs. La société de développement des solutions de suivi d'applications mobiles a effectué une analyse des projets qui ont débuté au cours des 12 derniers mois. Constat : la part de Windows Phone est passée de 1% à 6 % entre ...

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  • Microsoft donne PhotoDNA à la police pour lutter contre la pédophilie sur le Net, un fléau en progression constante d'après l'éditeur

    Microsoft offre PhotoDNA aux forces de l'ordre pour lutter contre les pédophiles Un fléau en progression constante d'après la Digital Crimes Unit de l'éditeur En 2009, Microsoft mettait au point avec l'Université privée Darthmouth College, située dans la ville de Hanover aux Etats-Unis, une technologie baptisée PhotoDNA. Cette dernière permet de mieux traquer les images à caractère pédophile qui polluent la Toile. Offerte dans un premier temps au National Center for Missing and Exploited Children (Centre National de Recherche des Enfants Disparus et Exploités ou NCMEC), une organisation américaine travaillant avec le ministère de la justice, elle était proposée aux différents fournisseurs...

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  • Mac OS dépasse Linux chez les développeurs d'après un cabinet américain qui souligne la progression du développement mobile

    Mac OS aurait dépassé Linux chez les développeurs D'après une étude américaine qui pointe le rôle de la progression du développement mobile Mac OS et Apple auraient dépassé Linux dans la communauté des développeurs américains. C'est en tout cas ce que croit savoir Evans Data, un cabinet d'analyse spécialisée californien. D'après ce rapport, les développeurs Nord-Américains seraient aujourd'hui 7,9 % à travailler sur la plate-forme d'Apple contre seulement 5,6 % pour Linux. Il s'agirait d'une première. L'importance grandissante du développement mobile et le succès de l'iPhone ne sont certainement pas étrangers à ce résultat plutôt polémique. L'étude note d'ail...

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  • Le « Logiciel à la Demande » a progressé de 15,7 % en 2010 selon Gartner, la progression devrait être encore plus forte en 2011

    Le Software as a Service a progressé de 15,7 % en 2010 Selon Gartner, la progression devrait être encore plus forte en 2011 Le SaaS (Software as a Service) est un ensemble de solutions permettant une réduction importante des délais et du coût de déploiement des applications. Le SaaS est de plus en plus intégré dans les entreprises, intégration qui sera encore plus forte au cours de l'année 2011 si l'on en croit le cabinet Gartner. Le cabinet d'analyse vient en effet de publier ses prévisions de chiffre d'affaires pour le marché du SaaS sur 2010 et 2011. Gartner prévoit ainsi que les revenus du SaaS atteindront 9,2 milliard de dollars en 2010, en hausse de 15.7 %par rapport...

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  • Progression annuelle du trafic du club developpez.com de +1,94 %, observée sur le mois d'octobre sur les 5 millions de lecteurs du club

    Chers amis membres du club J'ai le plaisir de vous annoncer une augmentation de trafic annuelle sur octobre de +1,94 % sur www.developpez.com Évidement ça reste peu par rapport aux +50% de croissances annuelle que faisait le club developpez.com les premières années mais ça reste positif, et c'est l'essentiel pour tous les contributeurs du club developpez.com, qui peuvent se dire que leurs contributions servent à quelque chose, et entre autre à aider les 5 millions de lecteurs du club Cette excellente...

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  • Mise à jour : les statistiques Xiti de Developpez confirment les résultats d'AT Internet, sur la progression de Bing en Europe

    Recherche en ligne : Bing gagne du terrain en Europe Selon AT Internet D'après les derniers résultats du baromètre mensuel d'AT Internet , le moteur de recherche de Microsoft, Bing, serait en train de gagner du terrain en Europe. Le classement du top 5 des moteurs dans 5 pays d'Europe au cours du mois de février montre que Bing a gagné respectivement 0.4 et 0.3 point en Espagne et en France comparé à janvier 2011. En Allemagne, le moteur de Microsoft affiche une hausse de 0.2 point. Enfin, après avoir partagé la seconde position du top 5 britannique avec Yahoo! le mois dernier, Bing le relègue sévèrement à la 3ème position avec un écart de 0.7 point en part de visites (gain de 0....

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  • What database is a good progression from MS Access for Coldfusion?

    - by Saul
    All my (home) CF learning has so far been done using Access as a database, and as far as the DB goes I "get it". There's no database server, and no need to log on to the database or anything, and setting up table relationships is easy and visual. Oh and its essentially free to deploy. However, I'm now working on an application that's likely to be used across several businesses and probably up to 50 concurrent users. I've heard that Access really isn't up to multi user use or production use on an app. What would you recommend as more suitable, preferably easy to grasp, with minimal tweeking needed for my SQL (I used a tool to convert to MySQL and it certainly handles concatenation differently, I dont want to have to do too much debugging), visual interface available, scalable, backupable, and whatever else I need that I don't yet know I need!

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  • HP renoue avec la croissance de son chiffre d'affaires au troisième trimestre, avec des revenus boostés par la vente d'ordinateurs

    HP renoue avec la croissance de son chiffre d'affaires au troisième trimestre, avec des revenus boostés par la vente d'ordinateurs Sur son troisième trimestre achevé fin juillet, HP a déclaré une progression de son chiffre d'affaires d'1% qui est désormais à 27,6 milliards de dollars et un bénéfice par action (non GAAP) s'établissant à 89 cents pour (progression de 3%). Ce résultat est supérieur aux prévisions des analystes qui tablaient sur un chiffre d'affaires de 27,01 milliards (soit une...

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  • Archos ressuscite en abandonnant le « Made in France » et les tablettes haut de gamme

    Archos ressuscite En abandonnant le « Made in France » et les tablettes haut de gamme Chiffre d'Affaires doublé en un an, une marge brute en progression de 70% et un résultat net enfin positif (5.7 millions d'euros), Archos ressuscite. Ces chiffres montrent que la stratégie du constructeur français porte ses fruits : changement de gamme avec des produits moins chers, progression de la R&D (de 2.5 millions à 3.7 millions d'euros), délocalisation de la production (en Chine) et « pénétration de nouveaux segments de marché autour d'Android ». Certains seront nostalgiques d'une production plus prestigieuse (voire ambitieuse ?) « made in France », mais force est...

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  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

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  • How to use a zenity progress bar with cclive

    - by Winael
    I tried to use a zenity progress bar with cclive. I'm writting a script to download web videos files and I wanna see the progression of the download. But when I try something like $cclive <url> 2>&1 | zenity --progress But when I execute the command line but it not seems to work. Any idea of how I can do that ? BR, [Edit] cclive have this kind of output : cclive http://www.youtube.com/watch?v=youtubevideo Checking ... .......... ..........done. youtubevideo.flv 2.5M 75.8K/s 00:09:29 5% So I need to send the last part to sdout but I dont know how. Else and about pulsate, we can't see th progression with this option, and I really need it... So I will not using pulsate for this script.

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  • Requesting feedback on my OO design

    - by Prog
    I'm working on an application that creates music by itself. I'm seeking feedback for my OO design so far. This question will focus on one part of the program. The application produces Tune objects, that are the final musical products. Tune is an abstract class with an abstract method play. It has two subclasses: SimpleTune and StructuredTune. SimpleTune owns a Melody and a Progression (chord sequence). It's play implementation plays these two objects simultaneously. StructuredTune owns two Tune instances. It's own play plays the two Tunes one after the other according to a pattern (currently only ABAB). Melody is an abstract class with an abstract play method. It has two subclasses: SimpleMelody and StructuredMelody. SimpleMelody is composed of an array of notes. Invoking play on it plays these notes one after the other. StructuredMelody is composed of an array of Melody objects. Invoking play on it plays these Melodyies one after the other. I think you're starting to see the pattern. Progression is also an abstract class with a play method and two subclasses: SimpleProgression and StructuredProgression, each composed differently and played differently. SimpleProgression owns an array of chords and plays them sequentially. StructuredProgression owns an array of Progressions and it's play implementation plays them sequentially. Every class has a corresponding Generator class. Tune, Melody and Progression are matched with corresponding abstract TuneGenerator, MelodyGenerator and ProgressionGenerator classes, each with an abstract generate method. For example MelodyGenerator defines an abstract Melody generate method. Each of the generators has two subclasses, Simple and Structured. So for example MelodyGenerator has a subclasses SimpleMelodyGenerator, with an implementation of generate that returns a SimpleMelody. (It's important to note that the generate methods encapsulate complex algorithms. They are more than mere factory method. For example SimpleProgressionGenerator.generate() implements an algorithm to compose a series of Chord objects, which are used to instantiate the returned SimpleProgression). Every Structured generator uses another generator internally. It is a Simple generator be default, but in special cases may be a Structured generator. Parts of this design are meant to allow the end-user through the GUI to choose what kind of music is to be created. For example the user can choose between a "simple tune" (SimpleTuneGenerator) and a "full tune" (StructuredTuneGenerator). Other parts of the system aren't subject to direct user-control. What do you think of this design from an OOD perspective? What potential problems do you see with this design? Please share with me your criticism, I'm here to learn. Apart from this, a more specific question: the "every class has a corresponding Generator class" part feels very wrong. However I'm not sure how I could design this differently and achieve the same flexibility. Any ideas?

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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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  • Télécharger un fichier du Web avec PyQt4 et QThread, un article de Jean-Paul Vidal

    Bonjour, Je vous informe d'un nouveau tuto sur developpez : comment télécharger un fichier sur le Web avec PyQt4. Le code utilise QThread (le thread de Qt4) et, pour le téléchargement, le module urllib. Il permet de montrer comment les threads peuvent communiquer par messages avec l'interface graphique afin de mettre à jour une barre de progression du téléchargement. Il a été développé suite au fil de discussion http://www.developpez.net/forums/d10...s-urlretrieve/. Tyrtamos...

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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