A set of rules that govern an in-game experience. Game design is an effort to come up with game mechanics that allow for players to have a fun and engaging experience.

learn more… | top users | synonyms

-1
votes
0answers
19 views

What is the most needed type of co-op game on smartphones? [on hold]

I mean which kind of categories could most attract people or friends to play?
1
vote
1answer
56 views

Tips on thinking of a good game mechanic? [closed]

I am trying to make a turned based rpg and I really want to know how can i make original game mechanics like Undertale with it's sparing system.I am not really that creative to think of a good game ...
-6
votes
0answers
30 views

How do I get more information on gamification? [closed]

I am new on Android development. I am working on an educational game project. I can use any information on gamification tools, concepts etc. Thnx in advance
0
votes
2answers
59 views

A single libgdx gamescreen with pop-up menu, getting ready, hud and game over?

Is it possible and practical to have only one screen, like a GameScreen class, where the menu, getting ready (plus instructions), hud (only score) and game-over screens can pop-up when needed. Can I ...
2
votes
0answers
52 views

How can I connect multiple explorable regions into one large map?

I am planning a 2-D science fiction game involving spaceships. A major thing that I am having trouble figuring out is how to create a 2-d array of smaller maps that the player can explore. My ...
0
votes
3answers
70 views

LibGDX simple button with image

I want to make two image buttons (play, restart) in my main menu screen but I dont know how to do it. I tried this: Texture playTexture = new Texture(...) Image playImage = new Image(playTexture) ...
2
votes
1answer
83 views

Most effective approach when creating % chance of something

When dealing with % chance in a game what are the most effective ways to achieve this? When I use random.random()[python] or Math.random()[javascript] and use an if/elif/else conditional it seems like ...
6
votes
2answers
242 views

Why have the player pick up loot manually?

From a game-design perspective, I was wondering what the mechanic of manually picking up items off the ground does for the player. Keep in mind that items that fall on the ground can most likely be ...
0
votes
1answer
24 views

Canvas/Paint Mechanic

I am currently working on an idea for a unity game app with a canvas mechanic. I understand I may have to use particles for the brush/paint f/x however I can not think of a way to add collision ...
31
votes
8answers
10k views

How can a game handle all characters at once?

This question is just to gain knowledge about how a game can handle so many characters at once. I am new to gaming so I beg your pardon in advance. Example I am creating a tower defense game in ...
4
votes
1answer
325 views

What do you call the Call-of-Duty-style health system?

In games like Call of Duty (and many, many other FPSs), there is no visible health bar; instead, as the player takes damage, their vision is slowly obscured by blood that seeps in from the edges. As ...
1
vote
1answer
66 views

Correct order of entity updates and collision detection

I'm trying to simulate a number of units walking in a single file. My update loop looks like this: for each unit: n = compute next position if n is empty then move to n If I start the loop ...
5
votes
4answers
443 views

How to design a turn-based game which is easy for humans but difficult for AI?

Until recently, Go used to be of the last bastions of turn-based no information-hiding games where world-class human players could not be defeated by computers. But now this bastion has fallen, as the ...
76
votes
28answers
17k views

How can I discourage camping while still supporting a “sniper” style of play?

I am trying to add features into a third person shooter that suit a sniper style of play, in addition to the current rush/deathmatch style it was designed for. The current gameplay is similar in style ...
0
votes
1answer
69 views

What technique should I use to implement the following type of “diggable” terrain?

I'm trying to replicate a certain game mechanic from the game Diggles. This game takes place in a vertical cross-section of the earth and allows the player to dig tunnels and caves into the ...
0
votes
1answer
62 views

How to start encouraging team collaboration?

I am working on converting a single player game to multiplayer, but I am concerned that if I simply do a 1-1 conversion, even in modes with "multiple players" there won't be any incentive for team ...
1
vote
3answers
140 views

What is the difference between “stealth” and “social stealth?”

I was recently researching the stealth mechanics of several games and I stumbled across the distinction of "stealth" (eg. Splinter Cell series) vs "social stealth" (eg. Assassin's Creed series). What ...
1
vote
2answers
70 views

Adversarial Search AI having problems with too many choices

I'm a game designer working with a set of coders trying to create a card game. Currently we're trying to implement a drawing mechanic in which you choose which card you draw, but the Adversarial ...
-1
votes
1answer
40 views

Open-World objective/goal idea [closed]

My game is an open-world. But i'm stuck on the goal/objective. Is there a list of goals/objective for an open-world games?
1
vote
1answer
69 views

Resolving A counters B, who is countered by C, who could be… in an ATB

There are 4 player character slots and 8 enemy slots. I'm using a combat system that's similar to ATB from FF4; You select a move, there's a waiting period depending upon the move, during which other ...
0
votes
0answers
33 views

Doing collisions on both axis with java overlap

I'm making a top down game from scratch and just found out about the java rectangle overlap method that would work great for collisions. However, after the overlap happens, I need to check for which ...
11
votes
3answers
4k views

Attack vs Defence and who is the winner? [closed]

I am in the process of creating a new simple game in mobile and I've spent several days on the following part. For simplicity, let's say that I have two fighters. The only attribute of them is ...
0
votes
2answers
111 views

Is it legal to use the game mechanics of risk if I don't use their name? [duplicate]

I'm currently developing an idea for a conquest-style board game similar to Risk. I was wondering if I would be legally entitles to use some game mechanics that appear in that game so long as I don't ...
-1
votes
2answers
40 views

How can I get information from a function

Okay, so if I use this code to randomly spawn balls at the top of the screen, how do i get them to move down: var max_bollar = 10; var i = 0; var timecounter = 0; var bollarcounter = 0; var ...
0
votes
2answers
84 views

How can i call a thing a lot of times (game: dodger)

Hey I am new to coding and i want to know how to get the same thing to hapen until i "say" stop. The game is that you need to dodge stuff that is falling, i was thinking that i could use a while loop ...
12
votes
4answers
2k views

Games where the story continues via progeny [closed]

In Phantasy Star III: Generations of Doom for the Sega Genesis you periodically marry and then the story carries on through your sons/daughters. In Rogue Legacy when you die you again play on through ...
0
votes
0answers
35 views

“following” Object not Interacting with the game world correctly

So I finally have my object detecting the distance between itself and the player. If within range, the following enemy will chase the player down and touch it. (This will kill the player) However, ...
0
votes
1answer
39 views

“Following” Object is acting Strangely?

So I recently designed an enemy that will follow the player when he comes within a certain distance of the object. However, there are times when the player comes in range, only for the "follower" ...
5
votes
2answers
137 views

Decoupling input from game states / entity behavior

I'm looking for a way or general best practice advices for decoupling the architecture of my game, in the example below the input from the current game state workflow / entity behavior. While I'm all ...
2
votes
1answer
242 views

Is flowchart correct way to visualize gameplay?

I made the following flowchart in draw.io. it's just a simple arcade shooter. cardboard zombie pops up, bang, or not. I don't have any official education in game production. So, are there other ...
6
votes
2answers
168 views

RPG Factions - Friendly/Hostile check

I'm having some trouble checking if one faction is hostile to another faction in my RPG. I'm using enums for my factions and relations but I feel like there's a better way to approach this. Currently ...
1
vote
0answers
80 views

Should I compute impact damage with energy or momentum?

My game uses physics (Box2D in particular). Just about every object in the game can be destroyed, and the primary method of combat is by slamming objects into one another at high speed. It makes ...
1
vote
1answer
226 views

How Can I Find a Shape on 2D Array?

For the code in my test project, I want to find 2D[,] array shape on the char[][] list. I created an actual map with 'char[][]' array. So, how can I find a tileChar's shape on the worldChar array? ...
-1
votes
1answer
53 views

How are pocket dimensions created in multiplayer games? (programming aspect) [closed]

How do multiplayer games deal with multiple instances/dungeons/regions? I'm familiar with server clustering which is what larger games use such as Eve and World of Warcraft. How do games such as ...
26
votes
8answers
4k views

What makes a good jump scare?

I am working on a game and would like to include a few jump scares. So here is a rather simple question — What makes a good jump scare and when and how should they happen?
2
votes
2answers
74 views

Should I be returning weak/shared_ptrs or unique_ptr's to my resources?

A friend of mine told me instead of normal pointers, I should use unique_ptr, i asked him why unique_ptr's if some resources are going to be shares, like multiple grass tiles, or enemies. I currently ...
0
votes
1answer
73 views

How to Implement a Timer for my Prefab for Roll-a-Ball Game (C# in Unity)

I am trying to create a public float timer that senses when the particular prefab has not been there for a certain amount of time. Then, it will replace that particular object. The goal is to ...
6
votes
1answer
227 views

Orbital mechanics: orbit as a function of time. Universal variable formulation?

I am trying to model a two dimensional orbit for a two body Kepler problem but have gotten stuck when introducing the time variable. For a satellite with known semi major axis (a), eccentricity (e), ...
1
vote
1answer
60 views

Click counting and actions based off count

So I have a button that is the 'mine' for my incremental game. I would like to track the number of times that it is clicked and be able to do two things: Have events happen say every 5 clicks. ...
-1
votes
2answers
107 views

How to model an Attack( ) action? How to model combat? In general, how objects communicate?

I never understood how would you elegantly describe two people talking in OO. I think this question extends to how similar objects communicate in general. I am designing a game now and Units have to ...
1
vote
0answers
53 views

How can I detect sprite collisions out of screen?

I am creating an Android game using andEngine library. I have enemies coming from out of the screen into the screen. I already know how to detect collisions, but is there any method I can use to ...
1
vote
2answers
91 views

How can I exclude my enemies from spawning in certain zones generated at random?

I have a code where I randomly generate enemy spawn position, but I want to exclude some areas since it's colliding with some sprites it shouldn't collide with. This is the code where I generate the ...
4
votes
0answers
92 views

Conceptual question regarding Belief-Desire-Intent agent

I've been researching the Belief-Desire-Intent model and the way they used it in the original Black and White Game(which is the same, but they also defined decision trees as opinions). I have a ...
2
votes
0answers
128 views

More realistic currency for spaceship battle game [closed]

This is slightly related to real development but as you know hardest thing to do for developer is naming things. So now I can't figure out what specific currency to use in my spaceship battle game. ...
3
votes
1answer
71 views

Setting 4 different enemy spawn zones off screen

This is my first game, so I really appreciate all the help. I want to create four enemy spawn zones for enemies and this areas are off screen. The enemies are coming from left, right, up and down, ...
2
votes
2answers
99 views

Algorithm for spending x points on y things divided by n people

I'm trying to devise an algorithm to spend a given amount of points on a randomly generated list of items each with their own cost in a way that results in having a number of items that is divisible ...
3
votes
2answers
614 views

Implementing a 4x4 Game Board

I struggle with efficiency in code, and I want to start my game off on the right foot. I have a game that I'm making a 4 x 4 map of 'tiles' that a user can build their 'town' on. To keep track of ...
0
votes
2answers
217 views

Why do FPS games often automatically reload? [closed]

Was pointed here by Arqade's Meta On every first-person-shooter game I've played I've noticed that the 'automatically reload when empty' game mechanic is always used: I've always found it ...
0
votes
2answers
126 views

Game Mechanics Suitable for a Game about Issues of Immigrations [closed]

So, I'm working on a video game design concept, dealing with the problems of an immigrant family and how they will try to blend in the society. The universe is a fictional universe. I was wondering ...
1
vote
1answer
59 views

Calculating ln (natural logarithm) in games

I am developing a game for tablets using the Marmalade SDK and Cocos 2dX. In my game I have implemented a separation steering behavior in order to keep some of my characters separated from eachother. ...