Realistic Bow/Crossbow Equation
#1
Posted 06 October 2011 - 06:35 PM
I've been making a game which revolves around the bow and crossbow, and I've come up with this equation to make it more realistic on the "Survival" mode (this doesn't apply in any other mode).
Below is an equation that makes a more realistic bow or ranged weapon.
In most games, when you fire a bow, crossbow, gun, etc, the ammunition will go straight in the direction fired until collision. In good games, the ammunition will either go so far before falling, thus failing.
In realism, it will lose speed, power and altitude before failing.
s=start point, e=endpoint, p=power, d=speed, a=altitude.
A=1(s)-(.5d)
E=3(d)/a if a>s, e=1, relative to s.
P=(d)+(.5a)
D=4-(.2a (per second)). If a>d,a=0, thus the arrow falls and fails.
So, what ends up happening is the arrow consistently loses speed relevant to altitude, and with the loss of speed loses power and the point in which it will end.
Not sure if that makes sense, but there it is.
#2
Posted 06 October 2011 - 07:21 PM
#3
Posted 06 October 2011 - 07:28 PM
Ah, sorry, I guess it was the wrong forum.What's your point? This is a forum for discussing game IDEAS and DESIGN... So, what's your point? Or your question? At the moment we have nothing more than an observation, which makes for a poor discussion...
For future reference, what would be the correct forum for things like this? Or none at all?
#4
Posted 06 October 2011 - 07:45 PM
#5
Posted 06 October 2011 - 07:52 PM
Well, if you turn it into a tutorial with an example, you can post nt the tutorials forum, or if you just want to make it a script you can post it in the scripts forum. Either way, the post as it stands doesn't really "belong" anywhere...
Thanks.
I think I might turn it into an extension or something.
Could you please lock or close this?
#6
Posted 06 October 2011 - 08:09 PM
#7
Posted 07 October 2011 - 02:02 PM
You should take some more lessons in game design.
#8
Posted 07 October 2011 - 03:12 PM
They are per definition impossible to 'beat' or 'win', and so will leave the player with no rewarding feeling of complete get! when you stop playing, no matter how much you play them.
Simply add some addicting element to the game such as achievements or different models of bow etc. If the game is good there are people who will play it almost forever to be the best. This mostly counts for multiplayer though.
#9
Posted 07 October 2011 - 08:02 PM
Realistic game elements sucks (after all, we play games to take a break from reality!), so you shouldn't even try to reach for realism at all. And survival games? They are per definition impossible to 'beat' or 'win', and so will leave the player with no rewarding feeling of complete get! when you stop playing, no matter how much you play them.
You should take some more lessons in game design.
And you should broaden your view of game design. The idea that every games needs to guide a player towards specific goals or tasks is an idea from the 90's- There's nothing wrong with open ended, objective-less games. The player is there to decide on their own objectives and to have fun with the world you give them.
#10
Posted 07 October 2011 - 08:55 PM
Realistic game elements sucks (after all, we play games to take a break from reality!), so you shouldn't even try to reach for realism at all. And survival games? They are per definition impossible to 'beat' or 'win', and so will leave the player with no rewarding feeling of complete get! when you stop playing, no matter how much you play them.
You should take some more lessons in game design.
You do know that there are people that don't like linear gameplay...
And survival games can be exceedingly fun, all you need are highscores and achievements.
#11
Posted 10 October 2011 - 09:40 AM
Nope. They'll play it a lot as long as the hype goes on; once the hype ends, there's no honor in being on top of the highscore list of some obscure game, and people will stop trying. As well, once the highscore list gets full of hardcore player with the ultimate score, nobody feel they'll ever get there and will also stop trying because their personal best score gave them the 156,121th place on the list and they were six digits from matching the top ten.If the game is good there are people who will play it almost forever to be the best.
Yes, there's something wrong with them: they lack giving the player a sense of achievement. Linear games aren't perfect, either, since they often feel obviously linear and may restrain the player's role to run from cutscene to cutscene (this often happens with games that are too easy, like Zelda: Twilight Princess). TP in particular is also a lot more based on realising the solution than realizing it; that is, once you know the solution of a puzzle, you can solve it in a couple of minutes.There's nothing wrong with open ended, objective-less games.
#12
Posted 10 October 2011 - 11:01 PM
If open endedness is so bad, how is Minecraft so successfull?
#13
Posted 11 October 2011 - 05:45 AM
Because there's a lot of people with bad taste out at the internet.If open endedness is so bad, how is Minecraft so successfull?
No, seriously: Minecraft lets you build things and keep them. Most games that lets you build things either let you build them without freedom (e.g. Sim City where you only can choose WHAT to build and WHERE with no other impact on the creative process whatsoever) or let you build things that are free for other players to destroy. Minecraft lets you save your buildings and stuff in a file so that you can always instantly revive them after a multiplayer battle.
#14
Posted 11 October 2011 - 08:08 PM
Because there's a lot of people with bad taste out at the internet.
Actually, I would call it good taste when you compare it to extremely linear games like Fable and CoD.
Here is a perfect example of non linear gameplay: Mario 64 - do people have bad taste for liking it?
#15
Posted 12 October 2011 - 06:08 AM
On the GMC?
Non-open-minded-ness? (that's totally a word)
This has never ever happened before.
#16
Posted 12 October 2011 - 07:58 AM
Super Mario 64 has a clear end objective, a final boss, and a single ending. Minecraft has neither.Here is a perfect example of non linear gameplay: Mario 64 - do people have bad taste for liking it?
#17
Posted 12 October 2011 - 08:12 AM
#18
Posted 12 October 2011 - 08:49 PM
Mario 64 is very free roaming though, and if you completed Mario 64 without help - then you probably lost sight of the goal years before getting 70, let alone 120. With Minecraft your objective it first to survive, and then either make cool buildings or redstone.
EDIT: Wow we have gone off topic.
Edited by Docopoper, 12 October 2011 - 08:50 PM.
#19
Posted 13 October 2011 - 02:39 PM
Thanks,
GMC Team
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