Yuuki
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Still crashes after 10 minutes. Seems there's some memory leak or something.
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Most of the changes are nice, biodom looks very good. Marine jump is a bit ridiculous, alien vision is bad. Otherwise my game crashed both games I played, that's a bit annoying.
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Hugh primer video is very well done, but I think it kind of miss the point. The goal of a tutorial is to give the minimum amount of information to the player such that he can enjoy the game. This video is more like a exhaustive review of what is in …
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All you need really to do a decent tutorial is being able to trigger sounds when the player enter an area.
Then you can record voice explanations and play them accordingly in the level.
For example the first thing to learn is the m… -
D-wave is not very well considered in the academic world:
http://www.scottaaronson.com/blog/?p=1400
>But of course, D-Wave’s claims—and the claims being made on…
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Proper fog of war would probably promote scouting and positioning. With fog of war you can drop buildings even though there's already something built there if you never had vision of it. And only when you see it it's canceled. It could even be a …
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I think the relevant measure is depth over complexity. NS2 is very complex (lots of rules, lots of exceptions) with relatively high depth. NS1 was simpler (less rules, and very consistent, eg: 3 hives, three abilities, three chambe… -
About the bullet size issue, do you remember when searching for hit-regs bugs was trendy? A lot of people did recordings of gameplay and watched them in slow-motion to look for hit-reg misses. A lot of those people reported no or little real misses,…
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Well maybe a game is better off as an abstract simulation of simple geometric shapes (boxes and lines) and not as a photo-realistic physically accurate simulation. It's kind of funny that games almost simulate two parallel realitie… -
On the jump topic, a way to do it is to have a time window around the landing time in which jumping is efficient, the further away from the landing time you jump, the less efficient it becomes. Then you can tweak the window shape and width to make t…
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>In NS1, you jump in one direction and can't stop that movement before landing.
You can affect you trajectory with air strafing. Release forward key, strafe and smoothly move your mouse in the strafing direction. -
If you haven't played NS1 for a long time, you need to play it for a while before forming an opinion about it. The movement is quite different and so it takes a bit of time to get used to it, obviously it's gonna feel weird coming from NS2.
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It worked pretty well, aliens had decentralized anarchist-ants like organization. So the game was not only a fight between melee and ranged, it was also a fight of different "political" organizations; a strong centralized power (no… -
I didn't read everything, and I've said this many times already but I still think a problem in NS2 is the lack of all-in strategies. What do you do when you are far behind in starcraft ? You take an hidden expo (hidden strategy), you tech to dark te…
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The simplest thing would be to do a tutorial map with someone explaining you the game, a bit like the portal serie. You just need trigger zone to start a sound. For example for the skulk you could do an area that you can pass only … -
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Looks like a deep conceptual mistake to me, I agree it doesn't really affects the conclusions in this case, but it makes me cringe a little. -
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That's not correct, a parameter is a number that allow to change the shape of the probability distribution of a random variable, like the mean of a Gaussian or the width of a uniform distribution.
In the case of NS2 you… -
I wouldn't say perfectly fine, the marine collision and physics is a bit wonky sometimes. Let's say mainly fine.
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Yes, this parameter-statistic distinction is ill founded is this context.
It's like flipping a coin once and saying that what you measured is the coin bias parameter, because somehow you have the data from the entire coin flip population. The … -
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Ho, I never realized that, I always saw people building them on infestation. I guess it's easy to get confused with exceptions to the general rule. I kind of agree with Sewlek now, but it's more that having both gorge and commander… -
That's a very good idea. The current infestation requirement is way too restrictive and mainly defeats the purpose of the gorge tunnel, like allowing aliens to reinforce a growing hive behind marine lines. Sneaking by as a gorge and building the tun…
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iCCup has a hack report system and it works pretty well as far as I know:
"Please report all instances of hacking that you believe to the Hack Report section of the iCCup forums with attached replay and why you believe this player was ha… -
Well, we need a plot of winrate in function of player count. Remember that once you throw away all the information on maps, player count and skill level you can get 50/50 aggregate winrate while having imbalances at every level.
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I wouldn't use Spark to do anything that isn't close to a multiplayer rts-fps mix.
You could make other types of games with it but then lots of other engines would be much better comparatively. Basically if you don't use the advantage of… -
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That's quite wrong, like most general statements about game design. Long wind-up feels and work great in some games (e.g. dark souls). I'm not sure about first person games though, as seeing what your character is doing is quite im… -
I've never seen gorge tunnels used in public games either, except for goofing around. It's a bit sad.
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Not really, you can do the same in unity with c#. That's mainly shader code anyway.
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I don't think you want strong attacking babblers, as it would mean strong AI units, which doesn't fit well in a multiplayer game.