Questions tagged [game-design]

Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.

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1answer
19 views

If I need help where do I go? [closed]

Where can I go to run new codes I have learned, I have tried surfing the web but no help.
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Is it possible to render 2D dynamic sprites during runtime? [closed]

I am researching to see if we have the technology to create 2D dynamic characters during run time. What I mean by this is the character would already be created in the game, just we will give them ...
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0answers
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How do I make a grid with heat data?

So I am working on a game in which I am working on a temperature system that goes about like this; Lines of latitude will be markers across the map, starting at 1 (north pole) going to 200 (south ...
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1answer
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Anyone remember the technology for <1mb games with really great graphics? [closed]

I remember a decade ago seeing a very playable RPG game using a technology that kept the file size under 1 MB, I think it was called "800kb games" or "360kb games". Anyone knows ...
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1answer
72 views

How do you quantify a relation between 2 countries?

I am trying to create a computer game similar to that of Europa Universalis or Civilization. FYI, those are grand strategy games - you select a country and try to guide it through the years in order ...
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0answers
45 views

How can I draft some sound effects for my game? [closed]

I'm trying to make a simple game as an amateur on mobile platforms Android/iOS which will have basic mechanics, gameplay, grahics, sound effects etc., and I have done most portion of the workpiece. ...
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2answers
3k views

How to calculate player damage in a game

I'm developing an RPG and I want to do the damage calculation in my game. I have for example the following situation: Player 1 Stats: ...
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1answer
53 views

Basis of Estimate (BOE) for Freelance Game Developers

First off I wanted to apologize if this isn't the right place to post this; I wasn't sure where else to go. I plan to cross-post this question to the Game Maker forums since that's the engine the game ...
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1answer
133 views

How to calculate item drop rate?

I am developing an RPG that will be played in the browser, so far the development is going very well. However, I reached a point in the project where I'm "stuck" because I can't find a good ...
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2answers
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How do I store a branching board game path in python

I thought a fun way for my son and I to learn and improve our python programming skills respectively is to digitize one of his (and my and my mom's when we were his age) favorite board games, "...
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1answer
61 views

Dividing amount of exp between rank A and B into a curve?

In my game I have a rank system. You start at rank A, and then you can level from level 1 to level 10. When you reach level 10, you get promoted to rank B, and you go from level 1 to 10 again, and ...
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1answer
115 views

How to protoype a multiplayer game whose fun comes from having lots of features

I've seen plenty of testimonies that to make a good game and not waste time, one should prototype early, quickly see if the core is fun as is, and not focus on graphics, menus, sound, secondary ...
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1answer
110 views

Math formula for: the higher the stress, the higher the difficulty

My game has a stat called Stress, and the player has some missions to do. Each mission has a computed stat called Difficulty ...
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0answers
47 views

How to balance coin system for Idle Runner?

I have a classic mobile runner with left/right swipe controls, where each level player can collect different amounts of coins. (For example on level 1 coin amount is 100, on level 5 amount is 70 and ...
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3answers
249 views

Is there an "official" term for the "key-door problem"?

The "key-door problem" is a term I've come up with, after playing a number of Metroidvania or Zelda style indie games. One distinctive feature of these games, is that the player is free to ...
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1answer
136 views

How to creatively justify world limits to the player and challenge them to go there?

(This question is a bit similar to this question, but that question specifically asks how to implement a height ceiling/collision mechanically, and this is more of a design question rather than a ...
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3answers
139 views

How to prevent grinding?

I am making an investment game where the goal is to have a lot of money from a little as fast as possible. There are banks with join fees and maximum balances. I added sleeping, which skips to 8:00 ...
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0answers
72 views

What would be the effect of making Wealth a diminishing-returns variable?

I've been playing a bunch of Fallen London lately, and I find it interesting how they do "pyramid qualities": Achieving level X in something requires +X points.. 1 for level 1, 2 more for ...
6
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1answer
127 views

How can I make explosions sound more harmonious?

I'm working on a game* which has lots of explosions. Audio feedback is important. If the explosion is large, or nearby, the player may want to take immediate action. I want a scaling audio cue for ...
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0answers
25 views

3D projection, Similar to SceneCapture2D

I would appreciate some help, I was wondering if it was possible in UE4 to do a "3D projection" of a scene, Similar to what SceneCapture2D does, but the viewer can see a 3D scene (with a ...
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2answers
178 views

Should in-game events (raids) be announced?

Many survival games such as Rimworld will announce when significant events happen in-game. For example, when a raid, a disaster or a significant event occurs, the game will send a notification and ...
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0answers
66 views

How do I generate random worlds like Yoda Stories and Indiana Jones? [duplicate]

Hello I'm working on an adventure/RPG in C with solvable puzzles in the vein of Indiana Jones and His Desktop Adventures and Yoda Stories. I'm trying to generate a random world from maps pre-made in ...
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1answer
129 views

What are mathematical ways to write down a manual for a game?

Suppose one were to write a manual for a game, where 'game' can be either a video game or board game - that doesn't matter. Are there symbolical/analytical ways to write down a set of rules for a game,...
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2answers
176 views

Way to mechanically justify not allowing players to just fly from location to location when playing as a winged insect

The System The game itself is an action rpg where the player can play as a wide variety of insects, and each insect is mechanically different and allows you to take a different role in combat, ...
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3answers
113 views

How can I encouraging variety and diversification in food production?

I am planning a colony builder game, and one part will be food production. There will be a variety of crops available, but in the end they all serve the same purpose, feeding the inhabitants. Many ...
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9answers
5k views

How can I discourage players from attacking everything they encounter?

Setting A game I'm currently developing is in a dark, hostile setting full of otherworldly creatures. The world is set in an unusual series of castles, towers, and other enormous types of medieval ...
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1answer
154 views

Reduce the number of skills

I have some special moves in my pixel art RPG game that I call "skills," similar to the skills in Cross Code. You can unlock them by earning points and points will be obtained when you reach ...
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0answers
62 views

Non performance-related settings to be included in a options menu

What settings, not necessarly resource-intensive, should be included in 3D first person puzzle game to give the average player a good experience? I'm thinking about: Mouse sensitivity Remapping of ...
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2answers
224 views

How do you encourage players to do hard things?

I'm working on an app that teaches real-life skills by pitting players against each other to compete in skill improvement tasks. The problem is, players have a number of different tasks they're ...
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2answers
134 views

How to handle two player-programmed robots attempting to enter the same discrete grid cell in one game tick

I am making a game with discrete block positions (something like minecraft) where you can program robots with instructions to move around, the robots are the size of one block, and they can execute ...
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2answers
392 views

Is there a game-design related reason why games with checkpoints don't implement "save on exit" as well?

This seems like a common question but I couldn't find it anywhere. Please excuse me, if this is a duplicate. EDIT: After receiving the first answer I realized this is too broad of a question. It does ...
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0answers
38 views

Best algorithm for switching between bullets before reloading the current one

I'm wondering about how most 2d games deal with switching between player bullets when the current one isn't / is being reloaded. Currently, I have these configurations in my brain: Let the player ...
2
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1answer
146 views

AI driver for racing games

I'm very curious about AI drivers in a racing game, so I tried to build one :). I've built a 3D closed racing course and a car with Unreal engine and all the physics, and I try to develop an algorithm ...
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1answer
101 views

Best way to implement a to hit formula based on provided stats

There are a ton of these questions, some can get really mathy - which is fine, but I am looking for a simple way based on a few stats, I thought I came up with one, so I will share it in hopes that ...
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2answers
3k views

What are some good examples of the practical usages of cross product in game development?

I know how to calculate cross product, and know that the cross product of 2 vectors is a third vector that is perpendicular to a plane created by the first 2 vectors. However, I have not seen any good ...
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1answer
66 views

Slots - Reel with a predefined symbol positions or make each symbol change independently on the others

I'm making a slot machine game and I need some advice on how to implement the spinning reels or how it's usually done. Right now, I'm thinking about two different approaches that would make sense - if ...
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7answers
9k views

From a game design point of view, what are the implications of using realistic distances in an open world map?

I'm starting an open world game and the plan is to have a single "open world" map that should contain a medieval citadel (1.4 km/2 - taking as example Palmanova in Italy) and some ...
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8answers
5k views

In a puzzle game, how can we put pressure on the player without using a time limit?

We're currently working on a game inspired by "Keep Talking and Nobody Explodes" for the gameplay and "Lifeline" for the narrative part. Our game is named "Are You There?"...
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1answer
90 views

Turn-based grid movement - each click of the clock you want to move the player

I am working one the movement for a tactical turn-based pygame. I'm stumped as to how to get a selected object to move one tile at a time up to it's max movement to the mouse's pos. Right now this is ...
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4answers
2k views

How to design initial difficulty progression for a dungeon crawler without it feeling boring?

I'm at a stage where I'm trying to design an initial world or set of levels to help me think about and test progression in a dungeon crawler. For some reason this has really stopped me in my tracks. I ...
6
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1answer
256 views

How can I avoid alienating players when switching genres mid-game?

So I recently saw an idea on r/gameideas. It was for a game which starts off as a horror game, with monsters hunting you with no way to defend yourself, while in the climax, you get an insanely strong ...
2
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1answer
702 views

how to make a damage curve not end abrubtly

I want this because I am making a game where you control a bunch of units, and each of them have different health and weapons. I want to make a weapon that deals damage to everybody on the enemy team, ...
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0answers
21 views

How to make a good horror jumpscare [duplicate]

Maddy and I have a great idea for a fan Horror game but we don't know how to make a good jumpscare for a horror game! Enlighten us in how a jumpscare works well to make this fan game the best it can ...
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4answers
1k views

Physics-based marble race: how can you minimize the gap between first and last?

I'm building a 2D sideview marble game, where they race down the track via gravity. The problem is that once one gets ahead of the others, it usually wins. In racing games, they can address this by ...
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2answers
162 views

Why do RPGs require you to "use" items instead of unlocking them on drop?

Many RPGs have you collecting items (like books, or cosmetics) as inventory items, which you then have to "use" to actually unlock their benefits (say a higher knowledge stat, or being able ...
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2answers
455 views

How can I make a more engaging research/progression system?

I am making a game similar to RimWorld and I am having trouble designing a good research/progression system. In RimWorld, the player has a research tree and all technology to research is visible from ...
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1answer
46 views

Removing ads but maintaining opt-in video ads

I have a game for iOS that will show advertisements. One form of advertisement offered is a rewarded video (a video that the user can watch by choice). This is actually an important aspect of the game ...
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8answers
6k views

Are there ways to limit players other than a conventional currency system or a resource system?

I'm making a 2D strategy game. I want to create something unlike the current resource management type games I regularly see tagged as strategy. My goals are: To force the player to think about their ...
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0answers
79 views

Alternatives to 'collecting coins' [closed]

In the generic mario style game you collect coins as you go along your primary adventure (i.e. get to other side of the map). They usually offer generic additions like the ability to get extra lives ...
3
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1answer
156 views

How many choices for attacks should a player be given?

If you remember the old Fallout 1 + 2 games, there you could select where to shoot/hit the enemy. But of all the choices, only chest or head made sense. Chest to maximize hit probability or, if a hit ...

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