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.

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25
votes
20answers
2k views

Are there many games involving the manipulation of water?

I'm in the very, very early brainstorming stages of a game which centers around the manipulation of water and the terrain around it. (i.e., changing the water's state between solid, liquid, gas; ...
9
votes
6answers
606 views

Designing rules to fight smallpox in Civ-style TBS games

TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a ...
3
votes
1answer
2k views

Mental Image of the engine behind an RTS like SimCity/Settlers, what is it?

Disclaimer: I'm first a programmer and then an RTS gamer. This means I'm a complete and utter newb in terms of patterns, best practices and glossary of technical terms on the game dev world. Since I ...
14
votes
2answers
913 views

Elevation model for hexagonal game grids

TL;DR: Where should elevation be anchored on a civ-style hexagonal grid? Center, side or vertex? (Or more complex?) Question proper: Consider for a moment a classic game we all know and love ...
29
votes
7answers
11k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
1
vote
1answer
657 views

Game Programming [closed]

Are there any major/fundamental concepts that one should know about game programming versus control driven programming? Game Programming is event based? with a timer? An outer-infinite loop? I come ...
-3
votes
5answers
817 views

Where can I find “magic numbers” for classic game play mechanics? [closed]

I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the ...
11
votes
6answers
642 views

Persistent Browser Based Game: To Captcha or not to Captcha?

I've been working (off-and-on) on a pbbg that's pretty old school. If you've ever played Carnage Blender then you get the idea. If not, it's a simple idea that's been done a lot: A player is ...
4
votes
2answers
972 views

A good place to learn about Game Programming with Mathematical Vectors?

I am looking for a place in the web where I can turn my current game development process into a vector based approach. I am sorry If this question has been asked once. According to my google search ...
7
votes
2answers
942 views

Level Implementation

I recently started to create a sidescroller game, for learning purposes. While creating several levels for it, i stumbled upon the question, how to implement these levels into my game. I made (and i ...
4
votes
3answers
352 views

Good examples of 'transferable game logic' across genres?

Do any of you have any good examples from two or more games that share some of the same game logic, but are of entirely different genres? Could very well be one of your own games. Take Warcraft 3 and ...
10
votes
5answers
1k views

Balancing game difficulty against player progression

It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or ...
18
votes
4answers
6k views

A list of game mechanics

I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like ...