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1  Java Game APIs & Engines / OpenGL Development / Re: Precision and value range on: 2015-04-23 21:35:44
I'll design my system with the idea of floats being used in calculations. At the moment I'm a bit surprised, but everything seems to work alright even that I need to reduce the precision from doubles to floats for display. I guess the tricky parts like docking at a space station are just not part of the project yet, and I'll see the problems soon enough ... but it's cool to have the systems show in 3D without too much hassle Smiley
2  Java Game APIs & Engines / OpenGL Development / Re: Precision and value range on: 2015-04-23 14:36:35
The problem with floats (and doubles) is that they have a limited number of significant digits that they can care about. So it's not really a matter of "how big a number do you need" or "how small a number do you need" - it's how many significant digits do you need?

It sounds like you want both worlds: both really small numbers, and really large numbers. And that's going to be a problem.

Yes, that's why I asked in my original posting if glTranslated will make use of the added precision of doubles compared to floats. My former test showed that doubles have a suitable range and precision for my needs, while floats didn't.

But the suggestion of thegentd to have all coordinates relative to the camera already solves most of the problem, because inn the area which is actually visble there is plenty of precision. I'm going to use this approach till I see a need for centimeter precision at the other end of the system Wink
 
3  Java Game APIs & Engines / OpenGL Development / Re: Precision and value range on: 2015-04-23 13:56:42
@Longor1996: I remember a case when my camera position didn't change anymore, because the offset I was adding was too small and eluded the precision possible at that position. But maybe I had done other things wrong there. My systems are definitely smaller than 1 ly. Largest position in my testing system was: x=2.3324265266315236E9 y=0.0 z=-2.0764744541120262E9. The smallest detauils that I'm currntly using is less than 1m though, in case of space vessels. But I don't need to use that.

The suggestion, to subtract camera position from obejct positions and display everything relative to the camera deems me a good one. This way I can have real high precision near the camera. At the moment I'm still struggling with OpenGl and the matrices, my math has become quite rusty ...

@theagentd:

Fixed precision is a good hint. I didn't think of that option yet.

Thanks to both of you, that gives me some new thoughzts to go on with.

Project info is over there: http://forum.freegamedev.net/viewtopic.php?f=22&t=6278

The original Solarex project has an old thread in JGO too. But it's locked because the breaks between the updates were too long.
4  Java Game APIs & Engines / OpenGL Development / Precision and value range on: 2015-04-23 11:05:39
I'm trying to visualize procedurally generated stellar systems with OpenGL. Before I used a selfmade 3D module, and from those time I remember that "float" as datatype neither had the value range nor the required precision to represent the system and the body positions. Thus I was using doubles - at times the camera is only a few meters from a space station while some bodies in the system are billions of meters away from the camera.

Now I feel uncertain - all the OpenGL examples use floats for positions. Will using glTranslated (as in applying the camera position to the matrix) use the added precision of doubles, or will it internally convert to floats? If the maximum precision in the matrices is float, then I need to chamnge my approach to displaying the system.
5  Discussions / General Discussions / Re: Hiring a Java developer on: 2015-04-13 12:30:11
a condition that makes programming a very slow process for me

Maybe we can help there also?

Voice recognition software can help. Also, there should be keyboards suitable for typing with your toes, but I saw videos of people typing with their toes on normal keyboards as well. Yes, slowly. And there should be input devices for one-handed use, but those tend to be expensive.

Computers are basicvally well suited for disabled people, it's all a question of the interface (and that almost no-one thinks of handicapped people when designing interfaces both physical and virtual ...)

6  Game Development / Game Play & Game Design / Re: Theming Custom Game GUI Components on: 2015-04-13 09:48:48
I'm not quite sure what exactly you're looking for but to get a consistent look throughout the UI, start by defining a font, colors/texture, a basic shape etc for your controls. Then arrange controls on different places the same way if you can, so that users will have to learn only one parttern.

Usually I first think about a style like "brushed metal", "rock", "wood", "rusted/blood stained/magic glow/dragon teeth/whatever" then I make some prototype elements, usually starting with a button, and then tinker with those and some screen mockups till I'm pleased with the result. From those prototyle elements I derive all other elements, thus achieving a consistent look and feel.
7  Discussions / General Discussions / Re: Hiring a Java developer on: 2015-04-13 09:42:48
There are business portals like https://www.xing.com/ or https://www.linkedin.com/ where you can find and hire freelancers. But beware, good java developers cost some money. (50-80$ an hour, maybe more, depending on the job and skill set ... consultants are even more expensive.)

In case you need a consultant, as you posted a while ago, I'm always willing to answer questions. As the others said, just post the questions. This place has some really good developers, even if the mass of newby questions shadows the fact a bit.
8  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-04-10 10:54:36
What's worse for a hero than mosquitoes? Mosquitoes under the armor!



I'm quite happy how these turned out  Grin
9  Discussions / Miscellaneous Topics / Re: Can Word Lists be Copyrighted on: 2015-04-09 13:13:15
There's a lot of misinformation in this thread. Anybody reading it should take everything with a grain of salt.

Can you point out some of the misinformation? Maybe I'm misinformed myself and would like to know better. So I'm asking, just in case it was something in my posting that is wrong.
10  Discussions / Miscellaneous Topics / Re: Can Word Lists be Copyrighted on: 2015-04-09 12:34:26
Anyone can copyright, patent, trademark "anything" but it's not enforced, YOU have to sue and then it has to hold up in court.

It depends a bit on the place where you live. In Germany you cannot actively "copyright" something. If you created it, you have author rights, which work like copyright (and often are called) copyright, but it doesn't need any action except the act of creation. You also cannot pass it to someone else - you can only pass usage rights, but you will always stay author.

Patents - actually patents were meant to protect inevtions and therefore the thing to be patented needs to be something new, a step beyond the existing. How big the step must be to justify a patent, it differs in deifferent areas of the world, but the idea is the same. You cannot patent something which isn't new. Patent offices are there to check this (well, they should ...)

There are also registered designs. Unlike patents they must not be particularly advanced, just unique. At least in my home country you can register these for a fee without any need to show some novelty löike patents require. These still give good protection to your design - no one else is allowed to use this design while your registration lasts. Fairly small modifications are often enough to circumvent this protection, though.

Trademarks, here you are right, you can trademark about anything that is used to label something. This can include but is not limited to colors, shapes, words and numbers.

Trademarks are difficult to defend though if they do not describe a well known product. E.g. the word "windows" was just a word initially, and in the very early days of MS Windows a competitor might have challended the trademark successfully. Once established, it now is easy to defend.

But IANAL and each country has different laws ...
11  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-09 12:24:17
But for networking applications, compression time (or rather CPU usage) is a bottleneck. It must be done while the data is transferred.
12  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-09 10:23:00
Hello I thought of making a Software which will reduce your Internet cost by compressing all data going to and coming from your computer.I wanted to know how much will it be helpful if I could reduce your data consumption by nearly 70% to 80 %  Huh Huh

Since many years I have a flatrate, e.g. fixed cost per month. There is a data volume cap, but I never even came close, so I don't care about that.

Regarding cour compression claim - I don't think you can reach 70 to 80% compression. Images (gif, png, jpeg) are already compressed, and cannot be shrunk a lot anmyore. Usually the gain is only a few percent, even with quite sophisticated compression on top of the already compressed image data.

Zip files and other archive formats are the same, already compressed and not likely to give gains in the range of 70 to 80%.

That means, the bulk of data transferred is already compressed.

On top of that, HTTP 1.1 offers gzip compression for content, so many web pages you open will be transferred compressed already, and you'll again face the problem that a compression layer on top of that is not efficient.

Encrypted data like https transfers is also hard to copmpress, because it looks like random data to the compressor.

Briefly: I don't think you can even come close to your claimed 70 to 80% compression on transferred data, becuase the bulk of thw data transferred is already compressed or hard to compress.
13  Discussions / General Discussions / Re: Legality of Retro-Engineered clients on: 2015-04-08 21:01:23
To my understanding the making of such a client should be legal, but connecting it to a server will need agreement of the server owner, particularly if it's a proprietary protocol and the server was made to communicate with a specific client (unlike http servers which support all sorts of browsers)

The server owner might argument with the "community expierience" e.g. that your client could harm the playing experience of other player which use the official client, and that thus, connecting your client will be forbidden.

But IANAL ...
14  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-04-08 20:56:17
This is Corleone speaking! A new species has entered the dungeon: Chicago-style floating eyes, also known as "Mafia Eyes"



Coming soon ...
15  Game Development / Shared Code / Re: Curve fitting on: 2015-04-01 09:38:08
The idea of FT is not so different from yours, just that the basic functions are sin and cos waves of raising frequency. FT calculates coefficients for those waves, in order that the sum of those waves matches the original function.

You can simplify (or compress) the results if you leave out higher frequency coefficients, and remore coefficients which are near zero (e.g. JPEG compression does this.)
16  Game Development / Shared Code / Re: Curve fitting on: 2015-03-31 21:30:28
Maybe this page can help you - it has some pseudocode:

http://www.nayuki.io/page/how-to-implement-the-discrete-fourier-transform

Similar, with C code:

http://www.scratchapixel.com/old/lessons/mathematics-physics/discrete-fourier-transform-dft-part-1/1d-forward-and-inverse-dft-in-c/
17  Game Development / Shared Code / Re: Curve fitting on: 2015-03-31 21:14:37
Sounds a bit to me like you want to emulate a fourier transform? But I'm not sure if I understood you right. If you want to transform an image into frequencies, you can apply a 2D fourier transform, but your application seems to mean to transform a line of pixels, which is a 1D fourier transform.

18  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-31 21:12:09
I've published a new version:

http://sourceforge.net/projects/jewelhunt/files/imp_city/r013/

The game now tracks the playing time. Internally, this allowed to make jobs last some time, e.g. mining is no longer a "at once" action, but the imp has to work a while on a resource mound to extract a lump of ore. This also influenced the code for portals and farms. The total playing time is shown in the lower left window area.

I've also started to work on a "reputation" system for you as a keeper. At the moment the only thing that influences it are hungry creatures. If you can't feed them, your reputation will plummet. In future your reputation will influence which creatures join you and besides your creatures opinion also your dungeon and the furnishing of the dungeon will influence this stat.

I'm not quite decided when you will level up as a keeper, but after some success on the current level, you'll gain a keeper level, which unlocks new features, but also makes the game harder. Very blurry idea so far. Your level is shown in the top left window area. It won't change in this release.

The pillars are only decoration, I've put them into this release to get feedback on the looks. I made them low contrast on purpose, to make them stand out less. Occasionally a pillar might get lost ... will be fixed in the next version, noticed it too late.

The working parts of the quest system are included, but not linked to any game actions. To test it, you can press "t" and you'll be prompted with a quest message. You can assemble a party and send them off, and you'll get quest summary and log for this. The party will never find the destination though, that's not coded yet. It's only there to test the simulation logic, and the messages.

And last but not least, some graphics have been improved and some sounds were added.
19  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-30 22:21:30
Questing will run in parallel to the dungeon management, and the player can't directly influence it except for the compilation if the party, which will affect the result (combat strength, intelligence of the creatures, carrying capacity, etc ...)

It starts with a quest offer:



Then you can assemble a party and send them off. I didn't have many creatures in this example ...



If they return, you'll get a summary:



... and the full details of the journey if you want:



Yes, the 'f' in the font has buggy kerning. Will be fixed in the next release. Also, battles with guards and actual retrievals of the treasure are still missing, in case the creatures actually find the right place.
20  Game Development / Networking & Multiplayer / Re: Trading virtual "items", prevent duping in an offline scenario on: 2015-03-30 14:24:06
As far as I know, strictly speaking, this isn't possible.

I think so, too. Just the virtual currencies made me reconsider the idea ...

The case in question was a single-user application that uses text files. Such a file represents an item with all it's characteristics in the application.

There is no server or central database in this scheme, no place to track hashes or such. If there isn't a way to employ a system like private/public keys and encrypt the files so that only the creator can distribute the files, and the receivers can use them, but not further spread them (lacking the private key of the creator), I think there is no chance to do it.

I guess if this works, the industry pays me millions for my DRM solution  Grin

-> also a sign that it can't be done.
21  Game Development / Networking & Multiplayer / Re: Trading virtual "items", prevent duping in an offline scenario on: 2015-03-30 12:55:11
A central, highly available DB to keep track of all items and their owners is a solution, but I have no menas to establish such an infrastructure. That's why I added the "offline scenario" to the title - I want to make trades possible even if there is no internet connection availble at the moment of the trade.
22  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-30 12:48:05
I think the point was that in C (and in C++) you have more control how your data will be stored in the heap.

But this doesn't mean that each and every C (or C++) program is better than Java, frankly, because in many cases this sort of control is not needed.

To optimize for performance, the key is to have data stored in the order that is the most frequent reading (or writing), particularly that the next accessed data is directly stored after the currently accessed data. Then it is cache friendly. Scattered data/scattered accesses are cache unfriendly, the more the smaller the data chunks and the more they are scattered.

In Java the only way to be sure of memory layout is to use Arrays as emulation of a heap, and provide a struct-like API into the (hidden) array data. This way you can have an OO-like API on top of an access-optimized structure, but it is not nice to code.
23  Game Development / Networking & Multiplayer / Trading virtual "items", prevent duping in an offline scenario on: 2015-03-30 12:32:03
There is a thing that I've been pondering a long time - how to prevent duping in the trading of virtual items. I mean, how to prevent that someone in the possession of a virtual item can multiply it, and sell the copies.

To make it worse, the scenario which I had in mind puts the item data into the users hands - he's got a file, representing the item, so basically he can make as many copies as he wants ... and the trading system must make sure he can only sell one of those copies, and the others will be rejected.

A while I thought it is impossible to prevent duping in sucha  scenario. But now I see those virtual currencies like Bitcoins, and there is no way to dupe coins as it seems. This gives hope that there are measures to prevent duping of other "items", even if the owner has access to the data.

Is it doable? If yes, then how?
24  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-30 09:27:30
I hoped for some feeback on the texts. But yes, I'm aware that such walls of text are unliked. English isn't my mothers tongue, and I assume there are grammar and other errors in the texts, and I hoped that native speakers could help. I'm not sure how to get feedback on the texts without posting them.

(E.g. I noticed meanwhile that overlanders should most likely have been upperworlders -> translation mistake of mine from "above" and "land")
25  Discussions / Miscellaneous Topics / Re: Why some people invent weird titles for their papers? on: 2015-03-29 21:37:51
It's just some trend to make acronyms words again - and if those heuristics are difficult to work with, I can understand the pun that they are considered ASS(H)es instead of SASHes ...

Humor can make live easier at times.

Office talk "Hey are you working with those asses again?" - "No, this time I've got sashes, they are not so rude."

Laughter and no one, not being an insider will get it. People like to have their secret group codes Cheesy
26  Game Development / Newbie & Debugging Questions / Re: How to detec Collisions in open world games? on: 2015-03-29 21:29:11
I just divide my worlds into areas. Collision tests are done with objects in the current area and the 8 neighbors. (Assuming objects can stretch at most over 2 areas). The rest of the world is not considered.

This is a simplification of the tree concept. An 8-neighbors-tree searched 1-deep. Usually this is good enough.

You can still use Quadtrees (or Octtrees) in the areas.
27  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-29 21:23:21
Next step -  a quest processor, which calculates the outcome of a raid. It takes a party and the quest description as base for the simulation. The only thing that is really implemented at this point is the overworld awareness of the party. Once they have been spotted they are more likely to be ambushed the following day, and battles are even more likely to be noticed again. So things get increasingly worse once the party ran into fights.

Todo:
- include party stealth and combat strength into calculations
- if party is intelligent enough let them make decision like "hide and wait", when they feel observed
- actual retrieval of the treasure (battle guards, find it, etc.)

Problem: How to make the player aware what happened if the party was completely erased and not a single member returns to tell?

Example of the current simulation:

Quest:

Your minions deciphered a tattered treasure map. The map describes big riches to be found in the disused
palace of Warunuzjarfra. The distance makes you wonder though, if you'll be still alive when your expedition
returns.

Travel Log:

Day 1: Been ambushed by wild animals. 4 party members were killed.
Day 2: On our way. Nothing happened.
Day 3: Been ambushed by wild animals. All party members survived.
Day 4: Crossed a swampy area. One party member was killed.
Day 5: Ran into lightly armed wanderers. All party members survived.
Day 6: Crossed a deserted area. All party members survived.
Day 7: Crossed a wild river. 2 party members were killed.
Day 8: Crossed a swampy area. One party member was killed.
Day 9: Saw some overlanders nearby. We've most likely been noticed.
Day 10: Saw some overlanders nearby. We've most likely been noticed.
Day 11: Saw some overlanders in a distance, party was most likely not noticed.
Day 12: Saw some overlanders nearby. We've most likely been noticed.
Day 13: Met a group of armed overlanders. 5 party members were killed.
Day 14: Saw some overlanders nearby. We've most likely been noticed.
Day 15: Saw some overlanders in a distance, party was most likely not noticed.
Day 16: Saw some overlanders in a distance, party was most likely not noticed.
Day 17: Saw some overlanders nearby. We've most likely been noticed.
Day 18: Saw some overlanders nearby. We've most likely been noticed.
Day 19: Saw some overlanders nearby. We've most likely been noticed.
Day 20: Ran into lightly armed wanderers. 3 party members were killed.
Day 21: Saw some overlanders nearby. Party might have been noticed.
Day 22: Saw some overlanders nearby. We've most likely been noticed.
Day 23: Saw some overlanders nearby. We've most likely been noticed.
Day 24: Saw some overlanders nearby. We've most likely been noticed.
Day 25: Saw some overlanders nearby. We've most likely been noticed.
Day 26: Saw some overlanders nearby. We've most likely been noticed.

(insert actual treasure retrieval here - todo)

Travel Log:

Day 27: Met a group of armed overlanders. All party members survived.
Day 28: Saw some overlanders nearby. Party might have been noticed.
Day 29: Ran into lightly armed wanderers. One party member was killed.
Day 30: Met a group of armed overlanders. 7 party members were killed.
Day 31: Saw some overlanders nearby. Party might have been noticed.
Day 32: Saw some overlanders nearby. Party might have been noticed.
Day 33: Saw some overlanders nearby. Party might have been noticed.
Day 34: Saw some overlanders nearby. Party might have been noticed.
Day 35: Saw some overlanders nearby. We've most likely been noticed.
Day 36: Saw some overlanders in a distance, party was most likely not noticed.
Day 37: Saw some overlanders nearby. We've most likely been noticed.
Day 38: Met a group of armed overlanders. 9 party members were killed.
Day 39: Met a group of armed overlanders. 5 party members were killed.
Day 40: Met a group of armed overlanders. 8 party members were killed.
Day 41: Saw some overlanders nearby. We've most likely been noticed.
Day 42: Saw some overlanders nearby. Party might have been noticed.
Day 43: Saw some overlanders nearby. Party might have been noticed.
Day 44: Saw some overlanders nearby. We've most likely been noticed.
Day 45: Met a group of armed overlanders. 6 party members were killed.
Day 46: Saw some overlanders nearby. We've most likely been noticed.
Day 47: Saw some overlanders nearby. We've most likely been noticed.
Day 48: Ran into lightly armed wanderers. 2 party members were killed.
Day 49: Met a group of armed overlanders. 7 party members were killed.
Day 50: Saw some overlanders in a distance, party was most likely not noticed.
Day 51: Saw some overlanders nearby. We've most likely been noticed.
Day 52: Saw some overlanders nearby. Party might have been noticed.
28  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-27 22:46:10
That's a good idea. I'll add a farm to the starting map, so there can't go much wrong (no creatures will starve) and the player has time to try things out.

Look, so many treasures to be found! (aka I made a treasure quest generator):

A minion of yours found a tattered treasure map. The map unveils outstanding riches to be found in the bushland of A'kl'thmon.

A minion of yours found a incomplete treasure map. The map describes big riches to be found in the run down citadel of L'thermacl'thenmon.

Your creatures discovered a largely unintelligible treasure map. The map unveils huge riches to be found in the grassy plain of Umevol.

A freelancer, sub-hired by a lazy minion of yours, brought up a lightly encrypted treasure map. The map describes huge riches to be found in the cave of Zirunwarererdro.

A minion of yours found a partly burned treasure map. The map shows the location of huge riches to be found in the river bend of Mebala'kcar.

A group of your creatures deciphered a vague treasure map. The map describes outstanding riches to be found in a yet nameless guarded tomb.

A minion of yours found a fragmented treasure map. The map unveils huge riches to be found in the desert of Pluvollonwarun.

Your creatures found a incomplete treasure map. The map describes big riches to be found in a yet nameless new cemetery.

Your creatures found a largely unintelligible treasure map. The map shows the location of huge riches to be found in the river bend of Macfrak'la.

Your creatures discovered a precise treasure map. The map describes huge riches to be found in a yet nameless new temple.

Your creatures discovered a partly burned treasure map. The map tells of big riches to be found in a yet nameless new pyramid.

A freelancer, sub-hired by a lazy minion of yours, brought up a partly burned treasure map. The map describes outstanding riches to be found in the besieged temple of K'laer.

Hard working creatures of yours found a fragmented treasure map. The map describes abundant riches to be found in a yet nameless besieged cemetery.

A group of your creatures deciphered a partly burned treasure map. The map describes big riches to be found in a yet nameless ruined temple.

Your minions discovered a precise treasure map. The map unveils huge riches to be found in a yet nameless new tower.

A group of your creatures deciphered a heavily encrypted treasure map. The map tells of outstanding riches to be found in the vehicle wreck of Jarkolonko.

Your minions deciphered a partly burned treasure map. The map shows the location of huge riches to be found in the new cemetery of Carziren.

A group of your creatures deciphered a tattered treasure map. The map shows the location of big riches to be found in the desert of K'lar'twarkol'th.

A minion of yours found a lightly encrypted treasure map. The map unveils big riches to be found in the guarded stronghold of Frabalmewarcon.

A group of your creatures deciphered a heavily encrypted treasure map. The map describes outstanding riches to be found in a yet nameless besieged tower.

Your creatures found a lightly encrypted treasure map. The map shows the location of huge riches to be found in the ruined temple of Jarumecth.

Your creatures discovered a precise treasure map. The map tells of huge riches to be found in the guarded pyramid of Warl'thcarplujar.

Hard working creatures of yours found a fragmented treasure map. The map tells of huge riches to be found in the lake of A'ka'kme.

Hard working creatures of yours found a fragmented treasure map. The map shows the location of outstanding riches to be found in the besieged citadel of Kojark'lacarvolgor.

A minion of yours found a lightly encrypted treasure map. The map describes abundant riches to be found in a yet nameless disused citadel.

Hard working creatures of yours found a precise treasure map. The map shows the location of huge riches to be found in the hollow tree trunk of Gormoncthjar.

A freelancer, sub-hired by a lazy minion of yours, brought up a lightly encrypted treasure map. The map tells of big riches to be found in the lake of Baldef.

A minion of yours found a heavily encrypted treasure map. The map tells of big riches to be found in the besieged stronghold of Enbalkeifdrojar.

A freelancer, sub-hired by a lazy minion of yours, brought up a faded treasure map. The map describes big riches to be found in a yet nameless hollow tree trunk.

Your minions deciphered a tattered treasure map. The map unveils big riches to be found in the lake of Zeeincarbal.

Your minions deciphered a largely unintelligible treasure map. The map tells of outstanding riches to be found in a yet nameless forest.

A group of your creatures deciphered a incomplete treasure map. The map unveils abundant riches to be found in a yet nameless hollow tree trunk.

Your creatures found a tattered treasure map. The map shows the location of huge riches to be found in the great plain of Taza'ka'kmonk'la.

A minion of yours found a heavily encrypted treasure map. The map shows the location of abundant riches to be found in the hollow tree trunk of Ina'kzir.

Hard working creatures of yours found a fragmented treasure map. The map tells of huge riches to be found in the run down tower of Mevol.

Your creatures found a lightly encrypted treasure map. The map describes outstanding riches to be found in a yet nameless hollow tree trunk.

Your creatures found a fragmented treasure map. The map tells of outstanding riches to be found in a yet nameless vehicle wreck.

Your minions deciphered a vague treasure map. The map shows the location of big riches to be found in the great plain of L'thzirza.

A freelancer, sub-hired by a lazy minion of yours, brought up a tattered treasure map. The map tells of abundant riches to be found in a yet nameless forest.

Your creatures found a precise treasure map. The map unveils big riches to be found in a yet nameless valley.

A group of your creatures deciphered a partly burned treasure map. The map shows the location of huge riches to be found in the ruined pyramid of Defin.

A minion of yours found a lightly encrypted treasure map. The map tells of big riches to be found in a yet nameless disused tower.

Hard working creatures of yours found a faded treasure map. The map tells of abundant riches to be found in a yet nameless inactive volcano.

Your creatures discovered a largely unintelligible treasure map. The map describes big riches to be found in a yet nameless run down tower.

A freelancer, sub-hired by a lazy minion of yours, brought up a vague treasure map. The map tells of big riches to be found in a yet nameless new temple.

Your creatures found a faded treasure map. The map describes outstanding riches to be found in the great plain of A'kr't.

A group of your creatures deciphered a faded treasure map. The map shows the location of huge riches to be found in a yet nameless old palace.

Hard working creatures of yours found a heavily encrypted treasure map. The map tells of outstanding riches to be found in the new fortress of A'kenbaler.

Your minions discovered a partly burned treasure map. The map tells of abundant riches to be found in the forest of Convolk'laengor.

Your minions deciphered a vague treasure map. The map describes big riches to be found in the old prison of Warcurzeedefen.


So so, I have hard working minions. Whoever believes that ...
29  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-25 21:32:04
I believe mechanics should "teach them selves" players don't really like having to read documentation to learn how to play a game.

I agree, but I don't know how to achieve this. E.g. let the player know "you need powersnails to grow crops on farmland", except through written information.

Similar problem in "the default action is that imps come to excavate a tile if you click on it".

That's why I decided to provide documentation, but I know that few people will read it. It still makes it possible to point help-seeking players to the documentation instead of writing the information all over e.g. in replies to postings. So it's been my choice not because I think it is superior, but because it was the only solution that I saw (except in-game tutorials, which I could not create in such little time).
30  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-25 14:11:43
I hate it to play 4 hours each time just to see the boss, and then trying somethign else to find its weakness. Followed by another four hours. The longer the game takes to reach the boss, the less obscure should the fight be IMHO.
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