Every October I participate in Moxtober, where I design a magic card every day based on these prompts. All my cards will be posted in this thread if you want to follow along.
Hey #GameDev! What do you call the kind of platform in a #PlatformGame that you can jump up through, as opposed to the kind you would hit your head on?
Trying to find a better #GameDesign terminology than "jumpupable". 😅
Survival game where you learn to be a part of an ecosystem and slowly abandon your unsustainable "tech tree" replacing it with sustainable, local solutions.
A lot of games are trying to replicate very expansionist core loops, be it Minecraft's, Factorio's and so on, which see the player as a force acting on the environment / ecosystem, not working together with it.
What does a boardgame require to make it a meaningful multiplayer experience? How do you do it so you actually play AGAINST other people or WITH other people, not just NEXT TO other people?
Cascadia: You play against other people, but you might just as well be playing alone and text your score to your friends.
Azul: Similar problem, but slightly more interesting due to a better mechanism for choosing your next tiles, which gives you more opportunity to mess with others. #boardgames#gamedesign
One of the main things I get out of play-testing with real people is watching what they are trying to do, and making it as simple as possible for them to do it. Simplification of the original idea is always at the heart of any game design. Hopefully my test this evening will be as simple as possible.
So what's the best real-time-with-pause RPG when it comes to mechanics and combat design?
With BG3 (haven't played yet) having gone turn based, I saw a lot of people talking online about how RTWP was dead. This has sparked a curiosity of mine as the only RTWP game I ever played with Final Fantasy XII (which I didn't like all that much, but seemed like an interesting direction.)
Is there a good example of RTWP games when it comes to combat design?
Spent the day tearing apart Somnipathy to get a leaner demo that we can put back up on Itch.io as a webgame. 1 gig is asking alot...
Anyway long story I got the pck file down to 535ish megs and platueued. Then started deleteing Sound effects and wow. I had no idea how poorly all my wavs package. Literally 350 of the remaining 535 are sound related.
Anyone got tips on dealing with this? Is it possible to do it better? Using #godot 3.5
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
I find myself wanting to discuss #gamedesign more lately, but all of my work projects are secret. So I sat down and designed a new tabletop game, and I'm sharing it here, asking for feedback, ideas, and comments. https://patrickcurry.com/bacchus/
I dunno why we're talking about yellow paint to indicate climbing spots in games, but #Horizon series does it (mostly) well, I love that the Focus dynamically will show you ANY climbable nook on climbable stuff.
Feels less necessary, but as someone who grew up through SNES-PS1 stuff, there were plenty of "I give up on this game..what tHE FUCK!?! YOU COULD DO THAT?!?!" moments. Your game is not as obvious as you think.
I think the most difficult is the boss fight. Different phases of the boss, waves of enemies, missile strikes, two floors, even a puzzle... and behind all this hundreds of parameters are hidden.
I, as a programmer, and an artist, who visualizes and adjusts all this, are working on it
The new scene will be in the next update Erra: Exordium
3.5 has the scene tree tween, making them more powerful and easier to use then ever.
I see alot of Godot newbies using the AnimationPlayer for everything, which makes sense, its powerful and visual. My non-coder team mates LOVE the animation player.
But if you can't be sure where something starts or stops, Tween is probably the better choice.
Here we tween the pick up, and inventory placement...
In the beginning of 2019, I developed a card game (https://amxmln.com/projects/2019/magistan/) for a university course on #gameDesign I was attending at the time. After the course, it was very much playable and fun—but I always thought it wasn’t fulfilling its potential.
So to take my mind off of things during the pandemic, I started working on an updated version of it, for fun and without a deadline. While it’s far from finished, I’ve been touching it every now and then ever since. 😊
Hot take: 3rd person is completely superior to 1st person.
(Yet another reason I can't really enjoy #Cyberpunk2077 btw). I am not even one of those people who get motion sickness from games, but having your view limited to a widescreen monitor is like one step above climbing a tree in a knight's helmet.
Edit: I don't mind first person in #Fallout games, because I use VATS for 99.5% of all combat. I don't HAVE to see everything.
Highly recommend playing Pikmin 4 then Pikmin 1 (remaster or original), as well as We Love Katamari Reroll+ then Katamari Damacy Reroll, with not too much of a gap in between.
You'll notice a LOT of rough stuff that's been smooth out in later games that you didn't even notice at the time. Wonderful examples of games really iterating and improving both the core gameplay and supporting stuff like extra modes, dialog (too much in p4's case)
I was approached by a local theater working on its #sustainability / future-thinking course for the youth (15-23 or so).
They would like me to design a narrative card game which could help the kids imagine a better, sustainable future, making them feel agency over their lives.
It needs to be easy to learn, use and have lesson plans.
I'm currently thinking along the lines of "For the Queen", "The Story Engine", "The Quiet Year", "Dialect"...
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Latest prototype arrived for Just in Time ⌛ (fosstodon.org)
Abstract time-travel for 1-4 players using a cyclical timeline making for a tight puzzle to complete...