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47

By giving them actual pros and cons. Damage and attack speed are one way to provide a pro/con relationship -- high damage/slow rate of fire versus low damage/high rate of fire -- for example. But that relationship can be a mathematical no-op if the resulting DPS is the same. If you put weapons out of alignment, such that the DPS is not always the same, ...


19

A problem that all game designers face Games need to engage their players. In general, a game can be broken down into two dimensions. Depth, and required knowledge. There is generally a positive relationship between depth and engagement with the players, however depth is usually accompanied by additional required knowledge. There is a mostly negative ...


11

There are many factors that can differ between weapons. In your case, with guns and and sci-fi elements, here are a few possibilities: Area of effect. A grenade launcher, flamethrower, or machine gun can threaten multiple opponents. This isn't a good thing in enclosed spaces or where friendlies are crowded in with enemies, of course. Strength required. ...


9

This is almost paradoxical, because if you focus too much on "planning" for alternative routes you ultimately tend towards constricting the number of available routes to exactly those you've planned for, achieving a pale semblance of your goal instead. There is some level of specific design work you may need to do to facilitate this (for example, rooms in ...


5

So first, I would say don't have all pistols have the same RoF etc, there probably isn't any need to keep that consistent. Have them vary slightly around an average for that weapon type. But in terms of parameters you need to make a shotgun different from an uzi and from a pistol and a sniper rifle etc. The main two parameters are obviously RoF and Damage, ...


4

Why has this happened? This HASN'T happened. Duke Nukem 3D and Unreal Tournament (to use your examples) were creative games, both were trying lots of exciting new things, in new themes, in new ways. But most other games from those eras weren't doing that. Quake 1, for example, had a pistol and a shotgun and a machine gun and a rocket launcher and ...


4

Beyond statistical differences, consider modifying the actual use of the different weapon types to better reflect some different playstyles. The "Feel" of a set of choices will frequently be completely tangential to the actual stats the weapons bring to the table, but can result in a much greater sense of variety. Even within choices with the exact same ...


3

The kind of gameplay experience you are talking of is a result of glitches and chaos in an environment that is too complex to allow for complete testing of every possibility. The more complex the world and set of abilities you create, the more likely it is there are paths you haven't thought of. Even if there is an infinite number of ways, there are always ...


3

Based on the initial complaints you mentioned, about a lack of variance and your subsequent assumption that a slider takes care of the variance you think would work, I've just got a few things to suggest that might help, without being able to draw on a thesis of game design which really wouldnt apply here and tbh sounds like a bunch of unnessesary chaff. ...


3

One of the actual models that I know about in game design is the MDA framework. This is the closest thing to your question that I can think of, as MDA gives you a reference to think and talk in (thus a language). And you can visualize it in a diagram if necessary. A proper definition is given in this paper by Hunicke et al, and I'll give a short description ...


2

If it's simple enough that you can do so, You should play it out on paper. Even if it's complicated, with multiple distances, stances, cover, hit locations, what-have-you, you should see if there are any obvious pitfalls, and doing it with pen and paper is probably the fastest way. Run a combat scenario with your battle idea and see how it goes. Sure, ...


2

Usually, the reason that consoles perform better than PCs with equivalent hardware is that the hardware available on a given console is well-defined, and it is possible for programmers to make optimizations that are not possible for PC games, which need to run on a wide range of hardware configurations. AMD's Mantle API for PC boasts the ability to make ...


2

The problems i have run into is i can't move the WorldEvent,WorldListener, or World classes into a separate package under the moniker World.my.game because of the static reference. Don't make the listener inside the World object static. A static class member means the object is shared across all instances of the type (all instances of World in this ...


2

The solution can be pretty simple - just add a field or flag and dont release until n bullets of your burst have been fired. in weapon: int burst = 0; when hadling event: void onFireButtonPress() { //previously simple fire(); burst = burst > 0 ? BULLETS_PER_BURST : burst; //or some other behavoiur like burst += 3 etc. } in game loop: ...


2

As in many of these things, there is very little formal research as far as I know, most of them comes from the Gamification community. On this course lecture 7.1, they discuss monetization in games. Here is an screenshot with relevant information, in case you don't want to check the video. So there are some guidelines but they are mainly "opinion-based", ...


1

Strict has the advantage of being easy to understand, every player can easy calculate how much damage his attack will do. Be warned through that this creates a situation in where the higher someone's defense the more they gain from a higher defense level (if you have 0 defense the other attack with 100 and you have 1000 hit points it takes 10 hits to take ...


1

Ah! I missed the obvious reason for the odd behavior while first looking at your code (I think). Essentially, there are three potential problems here: First: Missing Updates Each and every iteration you'll update your game logic only once (or not at all). In a similar way, you draw your screen (or skip drawing). However, this causes one problem: Let's ...


1

The difficulty of an endless runner is dependent on a few things, first of all the size of the obstacles and different types of obstacles, typically it's best to just hardcode when different obstacles can appear and use a formula for sizes (especially when you can only use a given dodge ability for a certain amount of time). A good formula for the size of ...


1

There is nothing wrong with moving multiple pixels per frame. In fact, that's typical of most games. Even 2D games often store the character's position using floats, typically in a different space (world space), and then translate that to view space and then to pixels before rendering. The main problem you might run into is that is the character moves ...


1

I've never seen physical fatigue be an issue for tablets (unlike the Wii and especially Kinect). I think many other considerations will kick in much sooner than physical fatigue, including attention span (which for mobile players seems to be way shorter than console), battery life (games tend to burn through the battery very quickly) and even how hot the ...


1

The only thing remotely similar to what you ask that I have found is the paper Examining User Preferences in Interacting with Touchscreen Devices (which, sadly, seems to be offline). Personally I am surprised for the lack of research on the topic, which seems quite important for this big industry. Beyond that, my anecdotal evidence from personal experience: ...


1

Yes this is a real consideration (or rather something similar along these lines) but no I'm not aware of any specific resources that provide guidelines. Do players become fatigued faster I've never thought about mobile UI in terms of fatigue. Now that I am, this is possibly true, but fatigue is far from the most important UI problem. or are unable ...


1

I feel this question is more marketing related instead dev. You seem to have figured out a nice setup but are lacking players. get your community growing, and dont allow games with to few people i guess.


1

I just want to reinforce the idea of allowing certain skills to work just on an specific weapon type. For instance take Vagrant Story and its Break Arts. Break Arts are skills which are tied to each specific weapon type (swords, daggers, axes, etc.), and are obtained as you use any weapon of that type. That way, Break Arts also play a role while deciding ...


1

One way is the Quake 3 way. Based on a bunch of what were originally bugs in the code, you get all sorts of weird interactions. Plasma climbing. Grenade jumping. Rocket jumping. Strafe jumping. Grenade/rocket jump (youtube video of me doing one of these: https://www.youtube.com/watch?v=i6rqumD-9Hk) Overbounce (never learned to do this one). If your ...


1

If you use the baskets as multipliers, ie Gold: 4x Silver: 2x Bronze: 1x No matter how you score the everything else, the biggest reward will always be for gold. With your current landing score taken into account, the breakdown is thus: Gold Silver Bronze Feet 12 6 3 Head 8 4 2 Side 4 2 1 Then, ...


1

Easter Egg effect: Plenty of games have implemented surprises in supposedly innocent and not important elements. Players usually try to find out if there is a 'second bottom' or it is just a decoration. Anticipation of unexpected makes game more interesting and sometimes... Non-gameplay elements turn-out to be vital to your mission.


1

Forget the names, think of them as roles. You have weapons optimized for short, medium and long range. For the sake of gameplay you don't want to allow any of them to be superior over more than it's intended range or you'll end up simply killing off the other options. Pistols aren't used because you never carry a pistol into battle unless you don't have a ...


1

I usually write systems for pen-and-paper RPGs, so bear that in mind when reading this. The Feel First, I look at what kind of experience I want to create. Is there something I want to emulate? What sort of pace to I want to keep? How punishing should mistakes be? Should a lot of it be up to luck? You don't need (or want?) hard numbers here, but an ...


1

Fluidity/Hydroventure is a platform game for the Wii (and later - the 3DS) co-developed by Nintendo. You control a small body of water and move around by rotating the stage via the controller, to collect more water and manipulate the environment.



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