realization of active gameplay in “peklo”
DESCRIPTION
Dmitry will take you behind the scenes of “Peklo’s” active gameplay, from formulation of task to realization. The speech will tell you how to build a system that would require minimum support from the programmers, how to teach game designers do some programming and prevent them from shooting their hands or legs off, and highlight the problems that occurred during the development and the way in which they got solved.TRANSCRIPT
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РЕАЛИЗАЦИЯ АКТИВНОГО ГЕЙМПЛЕЯ В ПРОЕКТЕ «ПЕКЛО»
Дмитрий Тарасов, RJ-Games, Москва
DevGAMM 2014 Moscow
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АКТИВНЫЙ ГЕЙМПЛЕЙ В КАРТИНКАХ
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ЗАДАЧИ
Сопровождение и развитие игровых механик с минимальным привлечением программистов
Скорость валидации боя на сервере
Синхронность клиента и сервера
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СИНХРОННОСТЬ
II.Общие
алгоритмы
I.Float-
математика
III.Детерминиро-
ванность
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СКОРОСТЬ ВАЛИДАЦИИ ДАННЫХ НА СЕРВЕРЕ
Длинна сессии
Количество сущностей в миссии
Производительность скриптового “движка”
Производительность алгоритма поиска пути
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«ВЫПИЛИВАЕМ» ПРОГРАММИСТОВ
ВЫДЕЛЯЕМ БАЗОВЫЕ СУЩНОСТИ- Soldier- Totem- Voodoo
ИЩЕМ ТОЧКИ СКРИПТОВАНИЯ
ВЫБИРАЕМ СКРИПТОВЫЙ ЯЗЫК- Готовый, например LUA- «Велосипедим» свой
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SOLDER STATE-MACHINE
THINK
MOVE ATTACK
DYING
DEAD
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<behavior type="bomb_pig">
<attack>
<if>
<condition>
<distance_to_target_le distance="150" />
</condition>
<then>
<query_friends range="10" />
<animation_play type="attack_short" frame="0" />
<sleep>1</sleep>
<damage type="short" pct="1000">
<damage_type>death_touch</damage_type>
</damage>
</then>
</if>
</attack>
<die>
<query_targets_in_sector range="250" angle="180" />
<animation_play type="die_1" frame="0" />
<sleep>15</sleep>
<damage type="short" pct="100">
<damage_type>pig_short</damage_type>
</damage>
<sleep>10</sleep>
<swap_layer />
<sleep>2</sleep>
<animation_stop />
<sleep>10</sleep>
</die>
</behavior>
БОМБОСВИН
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ВОПРОСЫ?Дмитрий ТарасовRJ-Games, Москва
Спасибо за внимание