Discussion about everything. New games, 3d math, development tips...
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:
Post
by MasterGod » Mon Mar 03, 2008 9:52 pm
How does this scale goes?
a->b>c>Novice->x->y>z?
Thanks.
Last edited by
MasterGod on Mon Mar 03, 2008 10:46 pm, edited 1 time in total.
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
fmx
Post
by fmx » Mon Mar 03, 2008 10:09 pm
IMO
we're all novices, and we're all experts
just a case of what we show, what we say, and what we do
just do what you do, and you'll be an expert before you even realise it
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:
Post
by MasterGod » Mon Mar 03, 2008 10:29 pm
fmx wrote: IMO
we're all novices, and we're all experts
just a case of what we show, what we say, and what we do
just do what you do, and you'll be an expert before you even realise it
lol thanks but I meant for like a difficulty scale in a game
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Vsk
Posts: 343 Joined: Thu Sep 27, 2007 4:43 pm
Post
by Vsk » Mon Mar 03, 2008 10:41 pm
MasterGod wrote: fmx wrote: IMO
we're all novices, and we're all experts
just a case of what we show, what we say, and what we do
just do what you do, and you'll be an expert before you even realise it
lol thanks but I meant for like a difficulty scale in a game
Jaja, I undertood too the same that fmx.
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:
Post
by MasterGod » Mon Mar 03, 2008 10:47 pm
Vsk wrote: Jaja, I undertood too the same that fmx.
I've edited the subject - I hope now it's more understandable.
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
vitek
Bug Slayer
Posts: 3919 Joined: Mon Jan 16, 2006 10:52 am
Location: Corvallis, OR
Post
by vitek » Tue Mar 04, 2008 12:56 am
Beginner
Novice
Intermediate
Advanced
Expert
If you are trying to find names for various difficulty levels, then use terms you understand, or just use numbers.
Travis
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:
Post
by MasterGod » Tue Mar 04, 2008 5:04 am
vitek wrote: If you are trying to find names for various difficulty levels, then use terms you understand, or just use numbers.
Travis
Thanks.
And I'm trying to understand new "things"
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
JP
Posts: 4526 Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:
Post
by JP » Tue Mar 04, 2008 6:10 am
Is this for your game engine? I'd be careful about putting too much into your game engine... You don't want to limit its use in anyway. Personally i'd say a levelling system or difficulty system would be better implemented in the engine user's code, rather than in your engine.
MasterGod
Posts: 2061 Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:
Post
by MasterGod » Tue Mar 04, 2008 4:54 pm
@JP: It's more for a demo of the engine then for the engine's core but I'll think about what you have said too..
:offtopic:
Any updates on irrAI?
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
JP
Posts: 4526 Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:
Post
by JP » Tue Mar 04, 2008 4:59 pm
Yeah, good idea, making a demo like that is a perfectly good way of showing how people might go about doing a difficulty system with the game engine.
That's what i'm doing with the irrAI demos, keeping generic code in the engine but putting together simple demos that show how the generic code can be used to create more specific AI and providing a simple base project for using the library.
I should have an update soon, i've been working on chasing & fleeing. I've got it working to some extent but it still needs a bit more work before showing it i think!