![]() Unless you want to play the campaign offline. “Other stuff I’ll be defintiely aiming to put in mystical top-secret game IV will be online integration in the manner of the GSB campaign game / challenge system, which I think worked extremely well.” But if you can pull of a dual/hybrid system like you mentioned above – that would be the best of both worlds… Not all games will have this issue, but many are simply so diverse in the way they can be played (player classes, races etc) that it can become easy to find a tactic/style early on and never really explore all the other faucets of the game that someone worked long and hard to put into it.Īnd on a separate note, let me be yet another gamer that puts his hand up to say that I would prefer Steam achievements over the proprietary in-game type. Sure you don’t like playing as a Scout, but why not give it a go and try and get those tempting achievements – you might even learn to like the class. I hate to keep coming back to it, but TF2 did this brilliantly. Achievements that encourage the player to play the game in ways they may not normally do/think of. The idea being that these mean more to the player than a brief “w00t! – well, there’s 2 hours of my life I’ll never get back…” :)Ģ. TF2 (used to be) a great example of this – achieve x amount of achievements and you will be rewarded with y. ![]() Personally, for me to want to actually bother with achievements, there are two elements that need to be taken into account –ġ. I think it’s important as a game designer to realise that achievements for the sake of having achievements isn’t particularly gratifying except for the small collection of grinders and OCD gamers you may have playing your game. I also tend to change my mind in design terms a LOT, so I don’t want to say “It’s an FPS set in napoleonic times where you play a kitten that can time travel!” until I’m sure it really is. I should probably explain what G4 is at some point, but I’m going to wait until I have something to show, which will be a long time, even if it’s just concept art, or placeholder. This time around, there will be more attention spent on the UI for that sort of stuff, so it should be a smoother experience. Other stuff I’ll be defintiely aiming to put in mystical top-secret game IV will be online integration in the manner of the GSB campaign game / challenge system, which I think worked extremely well. There will be achievements, and if I can find a way to toggle it so that they are steam-integrated (if steam accept my next game) for steam buyers, and hosted and run by my own system externally otherwise, then I shall be doing that. However, with G4, I shall definitely investigate this. Tbh, it is LONG past the time when I should be working on game IV, and I am now working on game IV (in-between GSB bug fixes etc), so I won’t be re-visitng GSB any time soon to stick in steam achievements. I am very much against that, as I like it when people buy games direct. The thing is, people always want ‘Steam’ achievements’, and that gives me slight issues because that means people buying the game direct are not going to get them. I completely see why people get into achievements, and I think I’m being a bit of a grumbly old git not having them in my games. The rest of me goes ‘Oh YES! I just scored 47 hits with the flamethrower whilst running backwards, that’s the ‘platinum running backwards with flamethrower achievement’ checked off.’ (High-fives all-round). The pseudio-intellectual whiny part of me says ‘they are just like pavlovs dog being trained, don’t give in to that manipulative OCD crap’. I did a bit of optimization work on the algorithm and the rendering and it now works at a decent speed even for large bodies of water.I just can’t make my mind up about in-game achievements. With a larger area for the waves to wave in, they behaved much differently than in a small area. Initially I was disappointed to see it not work at all, but I found by adjusting the parameters I was able to get the effect I want. Quite a few of my experiments would never result in a calm pool. I did a lot of experimenting with different ideas until I made one that did work! This effect is wavy and maintains volumes. I’m not even sure if I implemented it right. I found an algorithm that would preserve volume, however it was very slow and did not have a very wavy / water feel to it. The problem with this effect is that it does not maintain volume at all, it is a rapid simulation of the waves only. I first reproduced the classic demo-scene effect. I recoded it in Lua with a much lower resolution and numbers over the water so I could see exactly what was happening. After a while I found re-working the water algorithm in C++ was taking too long.
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