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Tuesday, September 30, 2014 - 02:32

Browser: Iceweasel (=Firefox). Still no luck at restarting even after computer reset :) Seems to be server-stored or a cookie. The counter still increases gold since after pressing 'get back home'. Cookies reset did good.

Tuesday, September 30, 2014 - 00:44

BUG: after 3rd fight a definatly-out-of-level monster appeared and killed the hero. After this the gold started accumulaing infinitely and everything hung up :) And no way to restart :)

Thursday, September 25, 2014 - 02:50

Ooops... my bad... I've meant M&M 4-5... Forgotten to specify the chapters...

While I remember several names of npc characters, but still all the story (at least the one presented in the game) excluding story-irrelevant sidequests can be described at about an A4. However, this is IMHO, of course.

Thursday, September 25, 2014 - 02:02

I think the main part of the game is what is considered to be the main part of it :)

There are games centered around the gameplay and there are games centered abot the plot. And of course, there are different mixes of both.

Pacman/Mario/Doom have (almost) no story. They are centered around gameplay.

X-COM/Alone in the dark/Might and Magic series have a small story. Their main aspect is gameplay.

Space quest/Day of the tentacle/TES have a story which is an important part of the gameplay.

And some games like Mass Effect/interactive movies are centered around the story with gameplay being 'a bad addition' to it.

Each concept has its pros and cons. Each has its own 'followers'.

I wouldn't speak about game genere, because there are jump-n-run arcades with a huge background story (like Aladdin), and there are RPGs without one (like Eye of the Beholder 1). While the story tends to be more 'important' for quests (but even here there are exceptions, like Gobliins 1 & 3), it is 'not important' for arcades or puzzles. More specifically, the story may be or may not be a part of gameplay and this is what influences its (non)importance.

Thursday, September 25, 2014 - 01:43

Shadow / Shadow X (shadow rider, shadow hawk, shadow orge... etc)

The Unseen / The Transparent X

Trace

Whirlwind

Will-o-wisp

The White / Whiteblood

Hmm... any abstract term will also do well.

Hatred, Sly, Abomination, Transcendent, Factorial, Singularity, Anomaly, Amnesia, Confrontation...

Thursday, September 25, 2014 - 01:16

The cave generation algorithm depends on the game/application it is used for.

E.g. if understanding "It's all in the name of art" then the caves must look beautiful. In case you want a kind of a survival game the caves should be realistic. A strategy game will require its own sort of caves. And a maze-solving game needs other kind of caves.

In my game 'Project Helena' I use 3 following approaches to (cave-like) map generation:

1. Formula-driven map generation.

2. Stamp type maps.

3. Procedural map generation (with two variants: random objects and map areas filling).

The next stage of map generation is addition of some manually created objects (called 'buildings' in the code) including entry point.

After the map is generated all inaccessible areas are replaced for walls.

And there are several criterions of map acceptability for the game (considering 'Project Helena' is a turn-based strategy):

1. Free space ratio (for 'Project Helena' the maps should have 20% to 60% free space).

2. Map homogenity (I usually demand that free space ratio for different map segments should not be different by more than 15% in average)

In case the map is inacceptible by these criterions it is re-generated. There are some algorithms like 'linear-sinus' I use which preform very poorly and have to be re-generated many times until some acceptible result occurs, but when they do well, they create a nice-looking and interesting-to-play map.

As of today there are 29 different map generation algorithms, which you can find in the source code of: https://sourceforge.net/projects/projecthelena/

I've attached several examples. Do not pay attention to a white box and red/blue dots :) It's game-specific (large-scale map, enemies and items).

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