Reddit - Game Design | The Art of Crafting Rulesets
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Reddit - Game Design | The Art of Crafting Rulesets
10h ago
So trying to make a coop rougelite but I'm a bit stuck. Rougelite are solo and if die then restart but how would you do that for a coop team while still keeping the feeling of a rougelite (feel like hit a paradox)?
like one player dies then entire party dies and restart?
Is it one player dies then wait for timer to revive but if entire team wipes then game over? then the strat maybe to place one player away in safety and that is boring.
if one friend dies and then they stay dead forever?
thought about respawning as new character but still what counts as real game over and what triggers a pla ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
I want to create a horror game with a monster that doesn't just randomly spawn, patrol arbitrary routes and follow the player via just ''find game object -> player''.
I want to make an AI system where the enemy would be persistent, wander the map at all times and try to actually figure out how to reach the player with some faux logic.
I have a few ideas on what the enemy would do, such as trying to guess where the player wants to go next and cutting off his path in an ambush, keeping track of some variables such as a door previously locked now unlocked, hence the player might've gone in, p ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Hello friends, I recently finished my first game made with Godot and published it. This project took me about 2-3 months and taught me a lot about game development. I can now see the shortcomings of my game more clearly from the feedback it received. I would be very grateful if our experienced friends could help me.
My game was a clicker idle game. Therefore, planning the player's progress is of great importance. Since this was my first project, I didn't think much about this aspect, but now I see that it may be the most important aspect of the game. My questions about this are as follows: Is ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Hello,
I'm making a game with a player that can only use a grappler to move around, to move you have to use the mouse and click on objects to grapple on to them. While testing I found that players didn't know that you could pause and restart the level when they got stuck. To solve this I made a small button in the corner of the screen that would allow players to restart. Further testing revealed that some players who were trying to grapple to a surface accidently pressed the pause button. My qeustion is how do I handle this? Do i keep the button in for easy access or should I trust that playe ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
One of the reasons that I wanna stick with the Tactical RPG game (like FF tactics) it's because I could more easily translate/adapt the bosses battle I see on MMORPG like world of warcraft. On tactical rpg still have movement and placement. But how good and fun are the boss battle in turned based games that aren't tactical, follow the more traditional ideia (like pokemon, FF, so on)? Show me some good example of boss fight there , and why they're good
submitted by /u/fairerman
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Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Hi everyone,
I'm developing a missions/objectives system for Wild Mars, the game I am developing, the page is already on Steam.
The first mission (for tutorial purposes) is activated upon startup after a few seconds and essentially requires an execution of the primary loop, its objectives are the basic tasks of the main loop (producing fuel). The first mission ends at the end of the loop.
There is a UI displayed only once when the mission is assigned and another generic UI with the mission list, checkbox when the objectives are completed.
Some screenshots here on Steam Wild Mars steam page li ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Consider this:
https://www.reddit.com/r/gaming/comments/13ewfma/comment/jjs087w/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
It’s essentially the father of ARPG’s and the whole genre is based upon endgame, which usually consists of farming for better loot and min/maxing your build, i think the remake’s mistake was keeping the gameplay 1-for-1 with the original as some of the animations and systems are incredibly outdated, but I think you just went in with the wrong expectations. If that gameplay loot isn’t your thing, then it’ll nev ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Anyone have any book recommendations?
submitted by /u/XB220
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Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Hello everyone.
I am curious about how to design a good persistent Player-Versus-Player (PvP) and/or a Realm-Versus-Realm (RvR) environment. What kind of rules and mechanics do you think should be put in place to encourage persistent PVP in a wayt aht maintains a healthy player base?
An example of what I am talking about would be something like the MMORPG Eve Online. That game designates different regions as having different levels of security. Briefly speaking, the higher the security, the greater the NPC "law enforcement" is in place to prevent PvP, but the lower money or gains for players ..read more
Reddit - Game Design | The Art of Crafting Rulesets
10h ago
Has anyone heard of the game Buckshot Roulette? It’s a popular indie game where you play Russian roulette but with a shotgun, and there are items and you can take multiple hits, etc. The dealer shuffles a random amount of blank and live shells into the gun, and on each players turn they have to choose to either shoot themselves or their opponent. Obviously you don’t want to shoot yourself with a live shell.
I really liked it and I’m working on a card game version of it, but with different theming (not involving a gun, or death, or suicide). I was thinking maybe robot factories sending potenti ..read more