For example, in Plants vs Zombies, the zombies come in waves. If I recall, there's always at least two waves. The first and easier wave and then when you get 90% through the stage there's a "final ...
I was thinking about this and couldn't figure this out. In Diablo you kill enemies and they drop random things. But usually the drops are worthless to you relative to what you already have equipped. ...
I want to include some locked levels in my puzzle app as a lightweight reward system. The levels play relatively quickly (average 1-min/level) and there are 100-200 levels in a pack. I prefer not to ...
Curious about how developers approach the use of purchased hints and scoring. Context: I have a puzzle app that allows users to incrementally reveal an optimal solution via purchased hints. They ...
According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
Is there any book or article that describe interaction of RPG elements and human psychology? For example: what will be more popular and attracting for people - linear function of experience per level ...
I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used ...
I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That ...