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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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Is this Minecraft Bedrock adventure map well-balanced in terms of difficulty and quest progression? [closed]

As a relatively new map builder, I'm looking for specific* feedback about two possible "sticking points" in an adventure map I've just published on Planet Minecraft (free to download, ...
Quack E. Duck's user avatar
0 votes
1 answer
153 views

Ethical and Unethical methods of developing a game

I am wondering what methods I should and shouldn't do for making a game. An example of what I am asking is, how do I stop people getting addicted to my game and play for many hours on end? What ways ...
AussieNote's user avatar
2 votes
1 answer
169 views

Should I be worried about reverse engineering revealing secrets?

I saw in the past that some games' mechanics have been revealed in details because of reverse engineering, and even the entire source code sometimes. I'm working on a C++ game with some deeper secret ...
Nécureil's user avatar
2 votes
0 answers
104 views

making a 5 minute Metroidvania prototype and wanna know if my dev process is good

I've been learning Godot and game dev as a whole since the start of this year and I've sunk dozens of hours into practicing making games in it, lately I've set out to make a very small sort of "...
buzzbuzz20xx's user avatar
9 votes
3 answers
3k views

Simple or Complicated mechanics, what benefits they have and should I be worried about overcomplication?

When creating a game, is it better to have complicated but interesting mechanics, or simple and understandable mechanics? From a design point of view, I can understand that simple mechanics can be ...
AussieNote's user avatar
1 vote
2 answers
123 views

How to add natural barriers or obstacles without impeding vision?

I am working on a natural, fairly small, grassland like environment/level. I have a few natural, minimally intrusive paths (something like this) throughout it to help guide players to the main weenies ...
FrontEnd's user avatar
  • 1,707
2 votes
2 answers
167 views

How would you intentionally create overlapping rooms with procedural generation?

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
NJJ_002's user avatar
  • 47
2 votes
1 answer
172 views

Making games for yourself with a story?

I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a '...
user avatar
3 votes
2 answers
222 views

How do you effectively induce "berserk" player behaviour?

I have recently been wondering, how can you "induce player behaviour" in a video game An example of what I am thinking of is when a player uses an ability like "rage" or "...
AussieNote's user avatar
1 vote
2 answers
124 views

How do I go about creating an interesting progression for metal refinement for my automation RPG? [closed]

So, I'm having trouble devising a progression system for metal refinement in my game concept. I've tried doing research for it, but while I am trying to be realism focused (at least for automation, ...
The Benefactor's user avatar
16 votes
9 answers
5k views

What is the point of a "rebirth" mechanic in a game?

There are many (mini)games which revolve around the player collecting points to buy upgrades (think Cookie Clicker, ROBLOX simulator games, etc.). Most of these games have a mechanic called "...
AcinonX's user avatar
  • 311
5 votes
3 answers
225 views

How to allow replaying levels in story mode

I'm working on a game that focuses on a campaign/story mode for the majority of the content; the player progresses their character, collecting items/currency/upgrades along the way, and playing levels ...
tkers's user avatar
  • 413
2 votes
2 answers
68 views

Audio Cue for Accuracy game

I'm really not sure if this is the appropriate community to ask in. I want to use some sort of audio cue that provides feedback for a player's accuracy in a task. They perform some action in real time ...
oweydd's user avatar
  • 121
0 votes
0 answers
96 views

Can I remake an old game? I do not want to sell it [duplicate]

Im gonna remake an old video game that was for play station 1 And when i done it i wanna create a video about game and gameplay and Construction steps and upload it to YouTube If i put download link ...
Pentimos's user avatar
0 votes
0 answers
58 views

Architecture and design patterns for components

I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water. The goal of this extension would be to integrate interactive physics ...
Akshit Chaturvedi's user avatar
0 votes
2 answers
97 views

How to compute XP thresholds when scaling changes for each level range?

I am developing mobile game and I am stuck on an issue regarding proper player stats scaling based on level. As a parameters for the computation we have: base XP value multiple increment values (for ...
Jakub M's user avatar
0 votes
1 answer
173 views

Stackable items: what's the point of an item not stacking to infinity?

Pretty much every inventory system that doesn't care about realism and still let's you carry thousands of useless items in your pocket will anyway decide to give items a maximum stack size. Which is ...
Atsinganoi Dragon's user avatar
0 votes
1 answer
78 views

What are my options for creating animated planets and stars in Godot 2D?

I'm creating a simple game / digital picture frame as a present. It is split into a picture scene and a planetary scene, which will have slight animations, date, time and maybe some messages. The ...
Peter's user avatar
  • 101
2 votes
2 answers
141 views

Calculating average ttk given accuracy and healing

I'm trying to calculate the expected ttk for weapons in my game but I'm having trouble because players can miss and enemies can heal. Let's say an enemy has 100 health and every second you have a \$p\$...
Devon Rutledge's user avatar
0 votes
3 answers
195 views

A good genetic system?

I was trying to come up with a genetic system for my game. However, after doing the math I found the system I had in mind won't really work. Characters have 5 stats that can range from 0 to 12. What I ...
user avatar
1 vote
1 answer
284 views

Keeping a game from getting boring once you have everything?

I'm making a sims-clone, as I've said numerous times already. I'm not slavishly re-creating any one of the games (though I often feel like I have to at times for practical reasons, on a side note ...
user avatar
0 votes
1 answer
76 views

Complexities regarding starting resources

My text-based game will be a sims clone. I'm having problems though deciding what resources the player should start out with. I'm wanting to implement a form of the legacy challenge from the Sims 2, ...
user avatar
0 votes
1 answer
205 views

Implementing building structures in a text-based game?

Basically, I'm trying to make a text-bases sims-like game. Obviously, making a text version of a graphical game while keeping it actually interesting to play is proving quite difficult. One of my ...
user avatar
2 votes
1 answer
174 views

Converting a real-time game with regeneration into a turn-based one?

I'm wanting to make a text-based game, it'll be about managing families like the sims games. I'm running into innumerable problems with such. One is how to make it turn-based. I know its technically ...
user avatar
15 votes
3 answers
5k views

How to make the player feel like giving up?

I am planning a game that has a level that is a confusing and illogical maze, and I want to make the player feel like giving up, but not so intense that they want to quit the game. Also, I'm probably ...
thirteen's user avatar
  • 188
1 vote
1 answer
728 views

How to make an actual idle game fun?

I'm making an Idle RPG with a roguelite element. I want this game to be a true idle game and not like most other idle games where you have to click an upgrade every 10 seconds to keep progressing. It'...
Pascal Claes's user avatar
0 votes
1 answer
135 views

How do I come up with the stats of a weapon? [closed]

I am working on a game, where mosquito is one of the enemies. I'm trying to evaluate the stats of the Electric Racket (used to kill mosquito in real life)? How can I come up with the stats for such a ...
abirpahlwan's user avatar
9 votes
3 answers
2k views

Should I make my "big idea" first? [closed]

I have one game idea that has stuck with me for a long time that I'm using as my inspiration for getting into game design, and I want to make sure I make it to the best of my ability. Aside from the ...
MediocreFantasy's user avatar
26 votes
12 answers
7k views

Avoid player getting stuck with underpowered character

For a sidescrolling shooter I’m working on, I got stuck on the following: The game allows the player to buy upgrades for their character. This oppertunity comes in the form of a shop that sits at the ...
tkers's user avatar
  • 413
3 votes
4 answers
435 views

Would slo mo work for multiplayer?

I have hardly any programming knowledge but I want to get into game design but I have a question would slo mo work in multiplayer if used in this way. Where the player experience the game 10 times ...
Funny fish 's user avatar
1 vote
4 answers
278 views

Why should a game include a range of possible damage values per hit?

I’m asking this because this reminds me of critical hits, preventing battles from being too predictable, BUT if I already have crits… why would I have damage ranges? Especially in action games, there’...
Verbran's user avatar
  • 11
2 votes
3 answers
258 views

How should I organize the type advantages and disadvantages for my monster-catching RPG?

I’m making a Pokémon-like game called Beasts of Iatu. The problem I’m having is creating a chart for the attack and defense changes between types. There are fourteen types in Beasts of Iatu, though ...
Jobah619's user avatar
0 votes
0 answers
57 views

Why my game is rejected by Crazy Games? [duplicate]

I crated this game: https://muhomorgames.itch.io/bean-legacy I uploaded it on crazy games I hane no idea why it's been rejected can anyone help me?
frod wii's user avatar
15 votes
9 answers
5k views

Does "critical chance" have any reason to exist?

How do you make critical attacks not useless in video games? In most games, critical attacks are just a random chance to deal extra damage—but why would players choose random chance rather than extra ...
Cei's user avatar
  • 863
2 votes
3 answers
532 views

Is there some psychological reason for why most game's UI is always the same colors?

Shooter games : Either Blue/teal/azure or other shades of blue and transparent or gray and transparent MMO games : Either blue and transparent or shades of Brown+Gold or a very dark red, so dark it's ...
Cei's user avatar
  • 863
2 votes
2 answers
160 views

Don't know what to work on next [closed]

I'm currently working on a 2D platformer, and I have no idea what to add next. I've created the code for the player, the animations for the player(just the player for now so that I don't get burnt out)...
PixelPerfect's user avatar
2 votes
3 answers
641 views

Why does my 2D + 2.5D implementation look weird?

I am thinking about this for a very long time but I couldn't figure it out. I have to rotate my character 360 degrees, and because of that, I have to use a top-down perspective like in Hotline Miami. ...
Canovich's user avatar
2 votes
1 answer
395 views

How do I save the player's level progress in GameMaker?

My game, made in GameMaker, consists of various rooms (levels) through which you go on progress. So, imagine I'm on level 7, and I leave the game, it goes back to room 1. Also, the only thing I have ...
T14Seara's user avatar
0 votes
1 answer
203 views

GPU and CPU mode, how do games do that?

I'm playing a lot of older games lately to learn new stuff, mostly private servers. A game called metin-2 has the option to use mostly CPU or mostly GPU... in GPU mode the game runs faster and lighter ...
Cei's user avatar
  • 863
0 votes
0 answers
47 views

High mass bodies that are stacked on top of each other are wobbling while sitting idly in Box2D

I'm recreating the SaturnV rocket to-scale in Box2D, which so-far involves 3 very massive rectangular bodies stacked on top of each other (1-2 million kg each). Box2D advises not to use such high mass ...
confused_aspirant's user avatar
0 votes
1 answer
111 views

Optimizing Tax Revenue In City Builder Game

I am currently developing a city builder game that incorporates a tax revenue system, allowing players to redeem their city's tax revenue every 24 hours. I want to create a mathematical model for tax ...
Jane's user avatar
  • 3
0 votes
1 answer
61 views

Calculating score for a level with time and lives variation

I am developing a game where based on steps to be performed in a particular level, time and lives are pre-calculated. As the level gets completed, remaining lives and time are retrieved. Calculating ...
swarna islam's user avatar
2 votes
1 answer
440 views

Is there a clear distinction between Game Loop and Gameplay Loop?

I'm wondering if Game Loop and Gameplay Loop are equal tho I feel like Game Loop has a larger scope than Gameplay Loop, or Gameplay Loop is called Game Loop for short. Anyone knows the origin of the ...
SilverLawrence's user avatar
1 vote
1 answer
227 views

RPG formulas for dodge/evasion and lockpicking rolls

Im trying to figure out some way to implement a formula to calculate dodge and evasion in my game in some reliable way. The factor involved are dodge/evasion skill levels, of course, the target's ...
user2929416's user avatar
0 votes
2 answers
324 views

Can an Immersive Sim be in third person? [closed]

I am planning out a video game which I will make in the future. It is a fantasy RPG, and it involves multiple choices, systematic enviornments, and many explorable regions. In addition, it will be in ...
Crafter's user avatar
  • 131
0 votes
0 answers
29 views

Increment stat exponentially from initial value to final value in n levels [duplicate]

Sorry if the title is not well explained. I'll try to explain as good as possible. I have a stat with an initial value of 10 and need to increase that stat 50 times until it reaches 5000. The formula ...
TinoTano's user avatar
31 votes
11 answers
14k views

Why do game developers not make games with cheat codes or god mode any more?

Not everyone has time to actually play through an entire game or work through it. Wouldn't video games sell more if they provide an option for the casual gamer - aka unlock everything, so someone ...
confused's user avatar
  • 435
2 votes
3 answers
283 views

Should purchasing the game immediately unlock all levels?

I am planning to release my first game as an in-app purchase. When the user buys the game, they own the entire game. If they can't skip a stage because of its difficulty, they can't unlock the next ...
a.kh.e's user avatar
  • 21
15 votes
3 answers
3k views

Fair scoring system for multiple levels and multiple players

I have a parkour game with over 200 levels and I want to be able to compare players by assigning each one a score that is based on their overall performance on the levels (how fast they can finish the ...
Liberty's user avatar
  • 159
3 votes
1 answer
380 views

How to use Inkle-style state machines to help with the creation of open world quests?

I've been fascinated by this talk ever since I watched it: GDC Vault Jon Ingold (Inkle) - Narrative Sorcery: Coherent Storytelling in an Open World It proposes an implementation to simplify the ...
Daniel Kaplan's user avatar

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