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By focusing on a game loop, or engagement, too early you limit the potential for you to go beyond established patterns. At the same time i think you need to consider what engages people with your game at all times basically. But i think its more important to keep the core intact, and whats engaging about that, than to nail the game loop early.
It really is an excellent primer on some fundamental considerations in game design. I looked for but couldn't find some blog post I read some time ago making the point that the gameplay loop of dungeon exploration in D&D was well supported by specific rules and mechanics in early editions, but these were discarded by later editions as gameplay became more combat-focused, with this trend ...
I wanted to play the game on pc as I don't have good enough phone to run it. After I downloaded gameloop and started the cod mobile download I read a lot about it being unsafe. There even is this reddit thread on here about gameloop stealing passwords and other data. I panicked, uninstalled and changed all my passwords.
There's a lot of nuances to how game loops should work, such as whether you have a discrete time interval (e.g. 60 fps vs a dynamic frame rate), whether you want to separate the game logic loop from the presentation loop (i.e. calling Tick without calling Render and vice versa), how to align the Render function with the monitor refresh rate ...
In many (most?) Server/Client games, the Server and Client share the same game loop. The Server is essentially a Client minus the renderer (and other things a Server doesn't need). In addition, the network layer and network model are largely identical. The Server is just a peer that has authority over state of most game systems and objects.
6. Create Your Game Loop. A game loop is a series of actions that are performed over and over again throughout your game. Every game has a core loop that remains unchanged. Your goal is to design a game loop of actions that is engaging and contrasting in nature. For example, Skyrim's core game loop involves exploration, fighting, looting, and ...
However, when a given system can only run that loop 30 times per second, you will only ever update the character's position 30 times in real-world time, because in-game time is now 30 frames late. The equation that moves the character is only ever called 30 times per REAL-WORLD second now, so you need two real-world seconds to run 60 times and ...
The loop is meant to run as fast as it can, but you can easily add a sleep if you wish to clamp the frame rate. The code is written using C++14 (tested with g++ 4.9.3 and clang 3.8.0) and shows how to use std::chrono in a type safe manner to implement a fixed timestep game loop. If you have any feedback for improvements please let me know.
Hehe, my code is generally quite clean :D. For the engine loop all I did was remove an alternate (commented out) timing system which syncs rendering and updates at the same interval, which produces a perfectly predictable look but naturally slows down the game, enough so that I ended up going with the updates-are-more-important-than-rendering option.
The game is supposed to be challenging Core loop is explore unknown location -----> find a map ----> continue exploring ----> find boss, ability, locked or unlocked path -----> check if you can go somewhere with new abilities/ how you can spend geo you got from slaying boss/exploration -----> explore new location.