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Showing posts from December, 2023

Project Ember

Genre - 2D action platformer rpg Goal 1 - Add sprite sheet 2 - Add slide sprite and sliding 3 - facing direction Mechanics so far

Rarity and Purpose - Game Design Discussion #1

 Source that game me an idea for this topic; https://www.youtube.com/watch?v=zJkV1Aj2o5c As it would seem rarity in of itself has no value unless you're an NFT bro or into Crypto but as it stands outside of that and into something like gaming this thought only recently occurred to me. When it comes to gaming and designing open world games and finding resources in these kind of games. Keep in mind this never crossed my mind because I mostly played games like Merge Nymph where more resources + a simple factor about them playing any kind of role in their rareness. However; onto other games and subject about rarity. Number of purposes The number of uses out of an item matters, not just the amount but the effectiveness. When it comes to a rare item one must ask, "why" in using an item at the end of the day. This is the same with MTG to Minecraft. With the idea being does it have a purpose, does it have a use? In this case; the desired use case being how many can be used at any...

Jobber systems in RPGs and how I would do them

 I got the idea from; source - https://www.youtube.com/watch?v=OEIB51vojeU Defining a jobber system This is where you're doing jobs, doing actions that are mundane day to day stuff but made into a more fun way of doing things. Mini games Have mini game systems, different actions/ activities take place where you do actions where you're having to do simple actions from stirring as a baker to finding the correct place to put the book on the book shelf or even mixing potions as a potion maker. Have the job affect the goods you get The the idea being the quality of the work your characters do/ produce would come into play, this way like a potion being made as of an S++ rank health potion would give people a +5 to healing or something. That maybe you sell it to one of your party members and questioning if you should cash out on them good or not as an example. Hell have it where you work as a blacksmith and repair items or get better at improving/ making better gear. Learning from th...

Clashing System designs #1 - Various Daylife

 Source - https://www.youtube.com/watch?v=OEIB51vojeU The idea and source of the game's systems isn't entirely bad, the idea being of the core mechanic of working and chaining things together, having it where your character's personal life affects your ability to fight and work with your teammates. However; the execution is off with many elements being wrong. Lack of telling the player Other systems are able to be implied because they're known as staple mechanics but even those get told to the player while here the game designers don't realize you need to tell the players the common core mechanics and the staple mechanics so they can understand what to do. The more complex/ messy the systems, the more leg work you need to do as the designer to tell the players what the hell is going on, this is why I make my game systems optional to learn for more complex/ messy systems so the player doesn't have to learn them but if you are going to have a complex game loop the...

Simple changes to boss fights

 source; https://www.youtube.com/watch?v=GUiq6QnuMOI Note the (##:##) are time stamps in the video. 36:14 for the time stamp of bringing up the original bosses. Dead Rising 2 having good bosses, yes the source isn't about Dead Rising 2 but watch the video to see the comparisons. The interactions and actions of said boss fights having simple changes. 36:32 the guy being upset with the bosses fighting you the same you would fight them which is interesting that's the thing that upsets him, however; the boss fights had no real unique weapons nor fighting styles which I could understand them being upset. Even with a mirror match up in Smash Bros with fighting an AI you have it where a 1V1 match of something simple as two Roy's fighting each other you have an interesting match up there because of complex/ unique set ups. Versus here where the boss fights are, "meh" at best with having no unique gimmick/ play styles to them, nothing that makes them stand out. While with ...