Common Design Pattern #2 Adding depth to mobility

 Someone rightly pointed out games already take this approach but not the same approach for stringing together combos to remove end lag but rather giving more choices and approaches for the same set of moves. I only realize now that adding depth to mobility = good as long as it feeds towards the goal for the character to be moving towards.

No one said I was smart, that and this should've been obvious to me from the start. There are a lot of design elements you don't even think about when playing these games until you reach that point of understanding with what the game is giving you in hand to work with or until you actually study games and how they function.

This would explain why it tickles my brain to naturally aim for adding depth to how the player moves and acts but not knowing why until now with the answer being out in plain sight, that and over thinking things being a pain in my ass it would seem.

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