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Showing posts from April, 2023

Learning

 In real life crafts to video games learning tends to be similar it seems. The fact of the matter being the whole idea of "taking it one step at a time" while with other game genres they're less of learning one thing at a time, for faster games the steps are much quicker, not that you're not taking it one step at a time. When using Mercy's ultimate in Overwatch as an example that her learning curve to learn how to use her abilities are much more effective, however putting it all together to be efficient as possible is another thing however. The more efficient you need to be, the harder it is going to be for doing said activities. The learning process seems to be one step at a time due to how our brains work while other people smarter than one another can learn past the one step at a time seemingly doing multiple steps at once, the rest of us less intelligent people are not going to be some god-like multi-tasker. That's not to say give up but to understand your...

Optimization

 As hardware keeps getting better, optimization gets harder.

Level design and speed

 The speed of the level/ gameplay is affected by the factors of the environment for how fast the player travels. The faster the player moves/ more movement tech, the more likely the player is going to be playing defensive with speed rather than offensive. The lack of any actual challenge to the speed makes it boring on one hand but on the other hand it's still fun just the fact the fun doesn't last that long is the major problem. The level design often having it where the player doesn't stick around for long in the given map/ area. The game becomes much easier to beat overall. These kind of encounters come with a question of how to solve this; what just make the map bigger? Well yes and no; the issue is a lack of challenge, a lack of obstacles. It's not an issue of world size, not entirely at least. You can have a character travel fast around a small map but the lack of challenge/ trails for the character to go through is the major issue. The faster the character, the m...

Design Document Upwell

Genre - 2D platformer Action Arcade Goal Level gen Platformer mobility finished 3 button game Level design Move up lv design Charge jump Falling jumps Release small jump boost Core mechanics Charge jump Game mechanics made so far; 0

Design Document RPG Azeria

Genre - RPG Sets Complex Combat focused Number crunching Goals Build a combat system

Design Document Card Game Spiral Mutation

 Genre Chaotic style card game Game set up - both players place a Spiral face down; if wanting to battle with more than one Spiral, all parties must agree and all parties must place down another Spiral onto the field face down, once the game begins that all parties flip their Spiral's face up. When beginning an arena card is chosen by the last player for where the fight takes place from their arena deck. That both parties must declare what creatures will fight who and you cannot switch out your creatures until one of the creatures faint. Prep phase Both players perform their prep phase with setting up the field, the battle phase happens next. The speed of the chosen creatures is used for choosing who goes first turn wise. Battle System Attack cards - Used for attacks, can only be used when attacking Defend cards - used for defend, the defend phase is used when a card hits you that you can reply with a defend card. Trap cards - they're cards you place down for a turn and only fl...

DownWell Level Generation Study (S.I.P)

Note; (S.I.P) study in progress.  It would seem that the usage of not many enemies, having areas where you can't break blocks (on the sides, further away from the center area) keeping safe zones of possible landing spots from some points. On the other hand the system also has a sparse rewards for it's beginning level and a lot of enemies, something of which I didn't notice when first playing. The player is small and is able to fit into other areas along with the fact that the levels are much longer and given more details besides having enemies about the place.

Zeepkist LV City Drive

 Goal Fast, asymetry level design with multi-path race track.

Placement of UX (user experience)

 Video games For video games it's of the upmost importance to place the UX elements to the left, to the top, anyway away from the actual play space unless it's an important detail of info. An example of an important design detail like Cappy running out of steam before he has to return; he has it where for the ones where he's on the Scarecrow there is an audio UX design that's to tell the player "hurry up!" while the visual one would be the fact of slowing down on spinning and creating no particle effects before he pulls back. That diegetic design should be aimed at but is not needed at all times. The info being tucked away in a non-important area being the key part with the placement of it should be on a black void, somewhere it won't intrude on the player's gameplay unless it's something that's important but must be the least intrusive as possible and give the most amount of info as possible. An example of this extreme case would be Breath of ...

Design Document Monsters Mutation and Magic

 Genre Tabletop monster hunter Combat High risk, high reward aggressive elements; defensive elements low risk, low reward. Magic Casting points - the place where magic comes out from; magic needs an area it is casted from, the user channeling their magic through and cannot have their casting point blocked and or cut off. Spell stress - the stress you put on your mind and body to perform magic. This puts being able to use bigger spells earlier stages but at the cost of having less spells to use in the moment and wait for your body and mind to destress. Concertation - the ability to focus on your spell and said time range you cannot be interrupted. Goals Make magic used more often with more of a risk management element. Professions Goals Druid - make the druid's magic more exploring/ finding things, someone who has to encounter nature to gain nature based abilities. This balances out the Druid's shapeshifting abilities making it where you reward the Druid for being in tune with n...

Learning combos #1

 When designing accidental combos for my game; something clicked in my brain with timing my parry mechanic with falling on my bullets, with having it where the bullets have an acceleration when falling on them, you can parry your own bullets making them go faster. After learning about this I first it was too easy so I fixed it by making it harder to pull off; something clicked where doing it to the point where I can consistently pull off a perfect parry on my own bullets just oozed fun in my brain.

Strange learnings #1 See Saw Mechanics

 This is a balancing scale and not just video game typing like competitive Pokémon for balance. This comes down to various factors with one of them being the fact the player will have a game mechanic or mechanics that are some how in some way tied to one another for balancing. What happened here to make me realize how difficult this is with a very in depth designed game is a platformer I've been working on and realizing why something like Smash runs into this problem. The example; making the character's grav excel slower lead to two results; 1. faster to land/ faster gameplay and 2. lead to faster bullets. When one game mechanic got balanced, another one because of how it's tied together got pulled, a pull and push affect. The more depth you try to add to a simple game, the more you'll see this being the case. TF2 When missing your swings with the sandman as a Scout; the down side of missing can be paired with a medic to help him build Uber faster. A downside being used...

Project Space Runner Design Document

 Goal Go on missions to earn ship parts to make better ships. Mechanics Ship parts (head, thruster, wings, etc) Different stats for said ship parts