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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 Architecture or Algorithm tags instead. Likewise, questions about visual design should use Art tags.

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How to collision Ball in Game Maker 2 (Drag and Drop)

Hey There I'm using Game Maker 2 Drag and Drop project, I make some Game like Break Out and when the ball collision with the wall he doesn't Bounce, in game maker 1 we have ( Bounce Action) but in 2 ...
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8answers
5k views

Persistent elements of offline players interacting with online players

For a long time I was thinking about a quite abstract game design problem, to which I didn't see a good solution yet. In abstract: How can a player have owned bases, units and infrastructure in a ...
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1answer
71 views

Determining Player “Forward” in VR

EDIT: I've removed some vagueness and replaced it with more of a description of the intended use case. I'm looking for some suggestions for ways to infer what the player's "forward" vector is in a ...
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6answers
6k views

Do delays after losing and before restarting serve as a defense against burnout, or are they addiction machines?

In games like Super Hexagon or even Everwing, there's a very brief but noticeable delay from losing to starting over: waiting for the restart button to appear, pressing it, etc... Is this a defense ...
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58 views

Want to learn game development from scratch [closed]

Please tell me how to learn game development from scratch I know little bit about Python and C and cpp
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0answers
30 views

social slot game design [closed]

looking for resources (specifically books) about designing social slot economy. less care about how to create the actual slot math models but more about the economy around it and progression in ...
1
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1answer
58 views

Health and Medicine

I want to have a health system in my game and I was thinking that every character should have the following Health (HP basically) - when it reaches 0 it dies Wounds - physical injuries, can have ...
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2answers
66 views

Aiming in a twin stick shooter

I am trying to implement a twin stick shooter game, sometimes referred to as dual stick shooter where the left stick controls movement, and the right stick aims a gun. What I do now, is directly map ...
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7answers
11k views

What are some ways to keep the player engaged in an endless game?

An endless game consists of the same gameplay mechanics repeated over and over. You have to keep doing mostly the same things as long as you can. So it is quite easy to make players bored of your ...
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0answers
82 views

Specialisation in game roles: Getting better by learning vs leveling [closed]

Many games have some sort of role for the players, especially in multiplayer games. Medic, Sniper, Rifleman, AT Specialist in Battlefield, Healer, Tanks, DDs in MMOs, etc. Now, in many games, there ...
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2answers
138 views

Pros and cons of randomised item stats?

I'm working on an old-style isometric RPG like the early Diablo or Fallout games. It has a central story with branching paths, and a lot of player freedom to explore the open world. The combat system ...
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0answers
29 views

Copyrights and Patents - Recreating a Blizzard game in the form of a card game [duplicate]

Are you allowed to create, for example, Diablo 3 the card game and use your own artwork and copy the skills and items? I'm just wondering where the line is for copyright and patent infringement.
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1answer
34 views

Mobile game - different actions based on different tap input?

I am creating a mobile game in which you can destroy blocks and interact with blocks like in Minecraft. However, the problem is, in Minecraft you destroy blocks using left mouse button click and ...
3
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2answers
156 views

How to implement n-body in an Entity Component System

Recently I've been throwing problems at Entity Component Systems to see how far I can push the paradigm. One problem in particular I struggle with, which is writing an elegant implementation of the n-...
2
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2answers
114 views

Effect Replacement System

I'm working on a turn based rpg and have an action/queue system setup that I'm happy with. However, I am having trouble implementing a feature and I am here for some advice. I want to have effects/...
3
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1answer
254 views

Would it be worth designing games in which the fighting is suspended so your enemies can get some sleep?

I think one way to motivate kids to get more sleep at night would be to design a series of video games in which the monsters/creatures/aliens, etc., will automatically stop attacking your character ...
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4answers
6k views

How to know if one game idea is more worth pursuing than another?

Right now I'm stuck between multiple projects (I don't have shiny object syndrome) I have several game ideas and I'm trying to figure out how to pick between them. I was thinking maybe hearing ...
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0answers
71 views

Why is my control scheme is not casual enough? [closed]

I am building a game like counter strike but 2dimensional and for android, it is already in beta phase. I have already share it with my friends and classmates to play it. Almost all of them said the ...
2
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1answer
128 views

Figuring out damage distribution

My problem - Each round, each of the 5 champions get to strike each of the 99 monsters once; however, their attacks are such that one third of each champion's attacks are ineffective, causing 0 ...
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14answers
16k views

Why do some games persistently have mostly one viable strategy, while others can have many?

The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
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5answers
229 views

How can I select an enemy to act next, biased toward smaller enemies?

Suppose there are X number of enemies in the game. They all have to attack one by one. Each enemy is picked randomly, and can be of Y size. How can we attain biased randomness in such a way that ...
0
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1answer
36 views

Multiple image objects extracted from spritesheets or one-two object for all?

Let's say I want to make a 2D game and I'll use a spritesheet containing all of the animation frames and a texture-atlas for static sprites such as walls, non-animated decorations...etc. Should I ...
4
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1answer
132 views

How to incorporate (agile) user stories with specs into game development?

It seems some features/changes lend themselves to user stories: "as a user, I want to be prompted to exit or retry the battle after the hero dies, since these are the only two common navigations". But ...
108
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25answers
26k views

How to deal with “Scrooge McDucks” in my fixed-currency-amount game?

I'm currently working on a very small scale MMO game planned to support approximately hundred players per server, but we're having trouble with our economical model. For various reasons we have ...
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2answers
52 views

How Can I Fix Spawning The Tiles?

I am making a 3D infinite runner game in Unity in C#. When the player has reached the end of the tile it should spawn another tile and then delete the previous tile. When the player reached the end of ...
3
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1answer
111 views

Ways to include relativity in multiplayer

Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic ...
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1answer
73 views

How Can I Fix Where The Tile Spawns?

I am making a 3D game in Unity and C#. I want to spawn another tile when the player is at the end of the current tile. But when I spawn the next tile it doesn't spawn at the right place(just after the ...
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1answer
108 views

Player stats include additional attribute

I am currently running a role-playing game called DNDBBS and would like to know: If there is stats for Strength, Intelligence, Wisdom, Dexterity, Constitution, Piety, should there be one for Charisma? ...
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2answers
215 views

How to implement ECS in a videogame with C++?

What do I need to know in order to implement ECS in a video game? I'm developing a video game and so far I wasn't using any complete architecture, I was just using inheritance but I don't like it ...
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0answers
58 views

Why do many games implement “press any key to continue”? [duplicate]

I was wondering what's the rationale behind "press any key to continue" prompt before the main menu? Intuitively (meaning I conducted no surveys...), a lot of the time after the initial credits and ...
42
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10answers
10k views

How can I make my players interested in the game lore of my MMORPG?

In WoW (World of Warcraft), players skip all quest descriptions, and mindlessly spam "auto attack button", ignore the environment, lore, NPCs as they never existed. I.e., they enter a brain dead "mode"...
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1answer
113 views

How do I provide incentive to a player to choose a specific option in a choice driven narrative

I am making a game where the choices you make are very real and have consequences that change the way the game plays. The game is styled after Chrono Trigger or Final Fantasy, in the way it plays and ...
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2answers
103 views

Should players be required to find story clues to advance in the current playthrough (if they have already played the game)? [closed]

I am making a fairly simple game. I would like to know if players should be required to find story clues to advance in the current playthrough (if they have already played the game). For example, ...
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1answer
316 views

Why is Game Logic so Decentralized

So I've dipped my toe in and out of game programming pretty regularly over the past few years and all of the tutorials I've watched and books I've read have all had one thing in common that perplexed ...
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0answers
49 views

How do I portray characters with a bum leg properly in an action game like Devil May Cry, without making him a liability?

Right now, I'm designing a character for a 2D action platformer game. The problem is that said character has a bum leg due to an accident a few years prior to the game's setting, but was the first one ...
2
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2answers
61 views

Unity 3D: how to hide/unhide objects as player collides with them without flickering?

I have a maze grid of cubes that my player navigates through. I'm trying to make it so that each cube is only visible when the player is near it (so the player can only see the 4 cubes immediately ...
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1answer
80 views

Game object appears to accelerate too slowly

thank you for checking out my issue! I am trying to develop a game in java, but I have run into a problem. I would like to keep the physics as realistic as possible, so I am using a fixed time-step ...
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0answers
166 views

Use ARCore to detect marker and show information

I'm new to AR, and am trying to use Google's ARCore to build a simple AR prototype. Basically if a logo is detected, I like to place some real-time charts or text information on the screen. Similar to ...
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2answers
326 views

How to use Moving Average to avoid lucky streaks in RNG

I spent the last week reading about Luck Mitigation and what a dev can do to avoid extreme cases where the player's psychology will be messed up. I came up to this question How do I avoid “too” lucky ...
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2answers
290 views

How could I give a lifespan to my MMO characters?

A problem I've encountered in some MMO games, is that players congregate around the endgame content, meaning that when a new player joins they are basically playing a solo game until they reach a high ...
0
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1answer
37 views

Toggle action for gamepad triggers, whilst being held down

I'm doing a small fighting game project, as up now every button command in my map code is occupied with their designated functions. All except the triggers; as up now they only have their basic "press ...
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0answers
21 views

Smooth out animation that has a decimal as a speed modifier

My program is a simple arcade style game that uses a d-pad to move the player around the screen. At first the speed modifier was an int which didn't make the animation jittery across the screen, ...
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3answers
96 views

What are the differences between random encounters and permanent mobile enemies?

Random Encounter: A player has a 10% chance to encounter an enemy. while moving through a 5x5 grid. Permanent Mobile Enemies: There is one enemy that constantly moves through the 5x5 grid and only ...
5
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1answer
114 views

Map progression

I’m developing a 2d Metroidvania Game with a few huge (separated) Areas. In an in-game Menu the Player will be able to view a Map of the current Area. For this Map I want to implement a Map ...
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2answers
227 views

Multiplayer game, design of server <-> client communication

I'm thinking about programming a multiplayer game. For communication, I will use a Server <-> Client design like the following: Client <-> Server <-> Client The Game will be a kind of ...
0
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1answer
60 views

If I'm designing a melee combo system, should I get the combo animation sprites before coding, or can I code before getting them?

I intend to make a combo system like Devil May Cry 3 (meaning, combo attacks like E-E-E, or E-(pause)-E-E, and directional ...
3
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2answers
191 views

MMORPG Design Question: Best idea for adding PvP(PlayerVsPlayer) in open world MMO? [closed]

Brief Explanation of game: Time Travel, one map, open world MMO called ChronoCraft. If you'd like to know more about the game, you're welcome to check out our twitter where we post some of our ...
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2answers
101 views

Help creating combat for collection type game

sorry for my odd terminology, I am rather new to all this I'm creating a collection/pokemon type game. as of right now I have created a separate GameObject prefab for every monster/character in the ...
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2answers
190 views

Managing different types of Actors/Entities in a rendering engine

I'm coding a simple game engine using DirectX11, and I'm stuck on how to implement a kind of ECS. Now my rendering system look like this (sorry if the diagram is not real UML, it's just for ...
3
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2answers
189 views

Two Army Battle Simulator

I'm currently developing a small game project on unity (with purpose of learning C#) where each player controls a base and can build buildings, do research, build units, pretty much the basis. I ...