Posts Tagged ‘dice’

Let’s Create: Dice Hunter!

Posted by
Thursday, August 17th, 2017 8:44 pm
Hi there,
Here’s another one for my Neil Creates series where I recreate the dice mechanics of Dice Hunter. It’s a great game!
This is a series where I try to recreate some assets, art style, gameplay mechanics, and other components and/or elements that make up other games. I also share some techniques and best practices that I learned so far while recreating previous works of art. Enjoy!
Play. Learn. Create.
YouTube Playlist: http://bit.ly/2tI5mUh
Texts, Screenshots, Code Snippets: http://bit.ly/2eSbRBe
If you have comments, suggestions, recommendations, please do comment, I may have made an error here and there and I’ll be more than honored to learn more. And if you enjoy the series, please do subscribe to be updated for more.

Finally Settled

Posted by
Saturday, June 7th, 2008 5:48 am

Well, I spent all last night thinking up VS ideas, then watching TV and thinking of more, then when TV was over I said, “that’s it.  I’m going with Schrodinger Vs. Pavlov”.  I thought it’d be cool, an army of dogs that you can steer around with a bell cursor, vs. a guy who can place boxes that contain pop-up cats that may be alive or dead.  Then I was thinking it would be like a board game, where the Pavlov guy has cards with various dogs and bells and things, and the Schrodinger guy has dice with 3 alive-cat faces and 3 dead-cat faces.  The closest I got to an actual idea was that Schrodinger could commit his dice to various battles, and hope they were enough when actually rolled.  It didn’t actually make a game, though.

So this morning I woke up still with no ideas that worked, and finally decided it had to be the very first idea that struck me as solid.  I didn’t want to do a platformer, but here I go anyway: Miyamoto Vs. Yamamoto.  You’ll hop from ship to ship, bouncing on their various parts to sink them, then hop off before you sink with them.  It won’t be Mario, because you’ll be dodging fire directly aimed at you by the cannons and other oddities, and the ‘defeat each ship’ motif is a little different.  Got some ideas, anyway!  Time to build a ship editor!

LD 0.5? Entry: Dicey Ducks

Posted by
Sunday, December 2nd, 2007 4:03 pm

I don’t know what the theme for this Non-Compo was (I think there wasn’t one), but I made a yahtzee clone. Much more than a clone, though, it is far more complicated than Yahtzee, allowing you to score a bunch of different ways.

Dicey Ducks

As you can see, there are 2 colors of normal ducks, and a King Duck. So you can score in the Same column if your dice involved are the same color, the Diff column if any different ones are involved, and in the King column if the King is involved. The High column is one you can use if you ever get another column twice, but your second time is a better score than the first. It makes some sense when you play it. And to stop a die from being thrown on subsequent rolls, you put the ducks to sleep (as you can see in the picture).

This was my first actual 3D game! Well, my most finished 3D game (even though it’s not finished). Those dice are pure 3D, hand coded from scratch. Take that! Their rolling is real, not just a visual representation of a random number generator – they get a random spin on all axes when thrown, and wherever they stop when they land is what they are on. The code to interpret their facing into a number was the tricky part.

Too bad for you, you can’t play it – there is no downloadable version at this time.

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