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About Refeuh

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    Budapest, Hungary

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  1. Part 4 of my series of articles dedicated to game production. This time I am presenting an introduction to the big list of project management artefacts essential for efficient game development. Article and cheat sheet :
  2. I do something similar - I have a single large area for my entire game, and thousands of entities of various types. I "suspend" all entities that are not relevant to the player (basically I put them in a frozen state, by disabling elements and pausing behaviours). You need to keep some logic running for certain entities to allow things like "opening a distant door remotely", mostly message processing. I also use a FlyWeight pattern to share as much data as possible between entities of the same type. And object pooling too, to minimise the cost of destroying/creating entities ; just re-use pre-allocated ones.
  3. Part 3 of my series of articles dedicated to game production. Today we are talking about project reviews and how properly identifying deficiencies can lead to immediate benefits. Enjoy ! Article and cheat sheet :
  4. Part 2 of my series of articles dedicated to game production. This time we are discussing how different methodologies can support the adaptability required to develop video games. Enjoy ! Article and cheat sheet :
  5. Hi all! I have started writing articles focusing on video game production. Concepts and recommendations to manage game projects. Including questions we can find here regarding ways of organising the development of video games. Over the years I have had the opportunity to work on a variety of projects and it possible to identify reoccurring patterns, both good and bad. I publish these articles to share my experience of production. The first post studies the motivations for 'production'. Article and cheat sheet : I hope you will find the content useful Happy creation in 2018 !
  6. +1 for VSCode ! Light, fully integrated with browsers for debugging, and best support for TypeScript. You can probably get a similar "developer experience" using Atom or Sublime ; personal preference might justify fiddling a little bit. I find bigger IDEs like Visual Studio Community (which I love for other projects, including C++ and .Net) are overkill and counter-productive for script-based games.
  7. Does it have to be an external file ? Standard behaviour would be to rely on the local storage for persistence of application-specific data.
  8. I'm not sure to fully understand how the global game loop / update functions to advance game time are related to the structure of the turn-based logic. For me those 2 are disconnected ; it just means that you have different "phases" in every turn, e.g. a "planning" phase and a "transition" phase. The game, display, entities, etc. are still advanced in both phases, but they behave differently depending on the context. In planning phases, maybe the entities, sprites, etc. (units, buildings, etc.) animate but don't move (idle anims) and react to input (mouse clicks for orders, etc.) ; while in transition phase, entities animate differently (units move, buildings gets upgraded, etc.), they don't react to input anymore, but they have extra combat logic to resolve combat encounters, etc. Just an example, but this sounds to me like this question should be resolved at the architecture level, not in update/advance functions.
  9. 'Not sure what "PhysicsEngine tool" you are referring to, but do you have a screenshot of the output ? It would be interesting to compare to your manually defined shape ! It could indeed be constrained to convex polygons or primitives, as you're suggesting, since these are easier to deal with for collisions at runtime ; thus providing better accuracy and eliminating your issues and collision artifacts.
  10. Objects moving "fast" relative to their "size" are likely to pass through each other, depending on update time, as you already found out. This is the tunnelling effect. The answer to tunnelling is CCD, continuous collision detection, usually with swept-shapes or swept-volumes. As far as I know this is not supported in all, if any, physics engines in Phaser (arcade vs box2d vs ninja ; to be confirmed ?) as it quickly becomes very computational and intensive ; the idea usually works well at reasonable cost for simple primitives (a point swept over time becomes a ray, a sphere swept over time becomes a capsule, etc.) but is almost impossible to do with arbitrary polygons, shapes, volumes and meshes (a swept random mesh becomes... an even more complex random mesh !). That's the reason collision groups in games are usually a hierarchy of primitives, rather than custom shapes. Btw, is your custom collision polygon closed and convex ? This makes things a lot easier in terms of computations, accuracy, etc. And primitives like spheres, cylinders, etc. are even easier as it's possible to use implicit solvers, rather than discrete edges. My general advice would be to ban custom hitcheck wherever possible and approximate complex shapes with hierarchies of physics primitives, especially for animated elements.
  11. Thanks, ah ah Well, keep in mind most of the art assets (environment, monsters, music, etc.) are purchased from artists / stores - on the art side, I only do the "occasional" sprite tweak, missing tile, sfx edit, etc. As for "everything else", I have a long professional background in game programming and production ; so being organised and getting the technical aspect to work is the "easy" bit. That leaves design and marketing, where I'm learning the most, but also struggling the most... Trial and errors In the end, it's mostly a matter of time - I didn't start from scratch in terms of knowledge, and I've been working on this project full time for more than a year, now.
  12. To improve overall legibility of the game environment, I recently updated most graphics assets - New sprites easier to identify, consistent contours on solid objects, less noise on background tiles, silhouette more representative of the hitchecks, reviewed level design and multiple environment tweaks Before/after preview :
  13. The Princess gets an update : new version available ! Lots of small tweaks : balancing, gameplay, user-friendliness, etc. No major changes, but a collection of things contributing to an improved player experience. All the details / changelog on the Steam page - the updated Windows and Linux demo builds are available for download as well.
  14. Thanks to the feedback received from the demo, I am currently working on an update. Nothing major, but a collection of small things that will improve the overall player experience and that will benefit both the demo and the final game. All the details in the next few days when the update is ready !
  15. Thanks, 'much appreciated ! If I am not mistaken, I believe we talked about game frameworks, ECS infrastructures, data-driven entities, etc. a while ago ; have you posted / presented your own project ? I'd love to have a look too !