Wednesday, April 26, 2017

A droid story - updated to version 1.1

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Hello everyone!

A small droid, traps and a teleporter: what can go wrong ?

 I'm back on a droid story with version 1.1, here the changelog:

  • added 5 more levels, now 25 !
  • opensource on Github
  • fixed some small bugs
  • fixed text on game over and win screen 

Game require java to run, so install it and run the jar in the zip file here:

Play it now ! 

Or you can play it on:

Tuesday, April 18, 2017

Far Cry 3 review

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Thanks Ubisoft

Today I'd like to talk an "old game" ( from 2012 !!).
After many years I've found some time to play it, enjoy it and more importantly I'm able to write about it.

Far Cry 3 is an open world first person shooter. Player can see the beautiful jungle islands from his/her own eyes and run around, doing missions, killing people and try to survive!
From the start, as usual, you have few weapons, but more mission you complete, more your arsenal become powerful, more skills you are able to unlock and more deadly you are.
But I don't want to review this title from the fps perspective, because even if the shooting part is spectacular, the little touches are what I really appreciate about this title.

Immediately you are free. You can take any mission, from the "story part" or from the "open world part". You can drive, swim, run, sneak around stealing and exploring. Finding artifacts and get experience is the key to unlock new way to kill, but also to run for more time, to swim more, even to drive with more ease and get less damage from your enemies.

You are also free to explore. You can go everywhere on the first island. You don't care about the main mission? Cool, forget about it. Focus on explore and unlock "radio towers" and get informations about island.

The most enjoyable and yet not fully explored "gameplay idea" in Far Cry 3 are the enemies bases. They are everywhere on the island and you can "conquer them" killing all the guards and after that the "good boys" are the new guards and you have a nice base where you can sleep and get ammos.
Why not fully explored ? Because  even if you conquer all the enemies bases, nothing change. There is no end on the war on island .. only the ending of the main quest end the war.. and this is a waste of potential on that side.

Imagine a game where two, or more, factions are fighting each other for supremacy and the player can be the tip of the balance. 

What do you think about this amazing game? Or more in general what do you think about open world games ?


Tuesday, April 11, 2017

How to improve AI for 4x games

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Hello again!

This time I'm here to share with you a really nice article 9 Ways that 4X AIs disappoint us from the creator of Remnant of the Precursors a remake of the original Master of Orion with Java and some improvement on the interface

Psilon announcer, from Remnant of the Precursors


In the article in particular the following points are really important for me:

AI don't know how to play the game

I've made some prototype on that side and for sure, if you design a game where the player vs player component is crucial, this point is not so central. But for games like any kind of strategy game there is a need of specify and make understandable  for the AI the basic actions. I think is better to have some kind of atomic actions (move an unit, evolve your character, attack another unit) and use them.. from AIs and from players. So for example you can specify a basic action like move and use it when player decide to move using keyboard or also from AI because it's better to move an unit using a simple influence map (take a look to my experiment, Wargame, about that! 

Personality

Players want a challenge on most of the game and a personalized challenge is the top. But ofter AIs are the same. Even AAA titles can have the same problem! For example in Starcraft 2, if you player against an AI does not matter if you choose zerg, protoss or terran. In the end, the strategy will be always the same: create a large enough group of unit as fast as possible and attack you.
What if an AI can use different strategies based on situation and personal attitudes ? It's something related to game like Civilization V, where opponent AIs can have different attitudes on different actions.
Using the example above, personality A prefer attack move, instead personality B prefer to scout enemy units, retreat and form a much larger force to attack you. This could be end in a really nice match, no ?

What do you think about different way to personalizes AIs ?

Tuesday, April 4, 2017

How to do stuff

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Today I'd like to share with you some ideas from this Orange Pixel's post, in particular how to complete work.
I think many, or maybe all of his suggestion could be useful other than in indie developing game and could be used in many fields.. like your job, for example.

Stay small. Don't overestimate your strengths, but build over them. In Orange Pixel post, he point out about making reusable libraries to use in other games. I think is possible in every job. Don't re-invent the wheel every time. Write done what works, and reuse it in case of need.

Mix up the work. I found this really interesting, because if you do the easy tasks for first and then the boring stuff after them.. motivation is lost. Instead is better to mix the stuff, because in every job, of every kind, you can always make micro-decisions and organize your time.

Be self-employee. I'm not self employed, but when I face difficult situations as employee, I think think using a different perspective could be also useful.

And you, what do you think about it?

Saturday, April 1, 2017

Seven day game chalenge libgdx - day 6 and 7

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Hello everyone!
As you surely notice, in past few weeks I've been back on track on the blog and game development.

Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

Day 6 and 7

Welcome back! In this update I will made the final recap for last two days.. I've worked on adding menus, music and balancing.. but most of the work was on design 20 levels in total.
It was really fun in the end, so I'm here to show you first two levels for the version 1.0 of the "A droid story":



You can play A droid story here:

Play now !