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.

Filter by
Sorted by
Tagged with
4
votes
1answer
75 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 ...
-3
votes
0answers
72 views

what are the steps to re do an old game but upgrade the graphics? [closed]

take a game like syphon filter 2. What would be the steps to create the first level of the game with up to date graphics? Using the code that already exist for the game how would someone simply just ...
1
vote
0answers
18 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 ...
2
votes
2answers
131 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 ...
0
votes
0answers
63 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 ...
0
votes
1answer
106 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,...
6
votes
2answers
126 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, ...
4
votes
3answers
94 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 ...
19
votes
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 ...
0
votes
1answer
141 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 ...
1
vote
0answers
59 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 ...
3
votes
2answers
216 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 ...
2
votes
2answers
128 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 ...
4
votes
2answers
326 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 ...
0
votes
0answers
36 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
votes
1answer
95 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 ...
0
votes
1answer
88 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 ...
14
votes
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 ...
0
votes
1answer
54 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 ...
20
votes
7answers
8k 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 ...
28
votes
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?"...
0
votes
1answer
74 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 ...
4
votes
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
votes
1answer
242 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
votes
1answer
695 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, ...
0
votes
0answers
20 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 ...
4
votes
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 ...
3
votes
2answers
152 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 ...
5
votes
2answers
367 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 ...
2
votes
1answer
45 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 ...
22
votes
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 ...
1
vote
0answers
73 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
votes
1answer
148 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 ...
4
votes
3answers
275 views

What are good ways to keep the player spending in a single-player RPG?

I'm designing a game where I want the player to take the in-game money into consideration as opposed to majority where they just get rich pretty much all the time with nothing meaningful to spend it ...
13
votes
4answers
9k views

Why don't beat 'em ups allow player character sprites to face toward or away from the screen?

Most beat 'em up games don't allow player character sprites to face away or towards the screen. For example, in Streets of Rage, when you press up, the character moves up, but it is still facing ...
1
vote
0answers
140 views

Choosing between Playmaker or Game Creator for a non-coder [closed]

The Unity Asset Store is having a huge sale today and saw these two featured. I'm trying to create a one-level third-person horde mode shooter. It would spawn in at least 3 different enemy types that ...
4
votes
3answers
1k views

Is there a concept of "pasted on theme" in video games?

I've prototyped an idea and so far it's quite fun to play. However, it's still abstract and uses placeholder art. I've been thinking about a theme/story to add to the game, but I don't want to make it ...
0
votes
0answers
21 views

Appropriate database schema for heroes' skills in a Tower Defense game? [duplicate]

In a Tower Defense game, each hero (or character) has some skills. Each skill has some "chance of appearance" (CoA for short) when attacking enemies and if appeared it has some "hit ...
0
votes
0answers
78 views

How can I improve the current enemy spawning system for my strategy game

I'm currently making an RTS game for mobile where mini battles would take place on tiny battlegrounds. The problem is that currently the player is spawning its units based on a currency system, ...
3
votes
1answer
162 views

Is there a reason online video games don't have "benches"?

In many physical team sports, in addition to the players deployed on the field, there are also players on the bench who the coach can sub in when the players get tired or run into unforseen ...
0
votes
2answers
212 views

Optimizing the economy of a resource management game

I am an amateur game designer. I am designing a resource management game involving real money. This is my first time designing such a game. I explain the design and mechanics below. I need feedback ...
0
votes
0answers
21 views

What would be a good sport game for a beginner/intermediate game dev to make for practice? [duplicate]

I'm interested in making a sport game for practice, but giving it some fun twists sort of like nintendo does, (super strikers charged, mario golf.) I'm planning on using unity, but since I am by no ...
4
votes
5answers
371 views

If an AI is sure it is going to lose, what can it do to make the game fun for the player?

Context: I am contributing to a sequential turn based strategy game. I have an idea of how to improve it, but I need some input to help me do so. We currently have a really dumb AI that just follows a ...
1
vote
0answers
40 views

Unreal Engine Procedural Mesh causing crash when rendering chunk size too large

Hey guys im pretty new to unreal but id consider myself a fairly advanced programmer. Im really stuck on rendering my chunks for my voxel game. The implementation is pretty simple and everything works ...
0
votes
1answer
89 views

Are two non-exchangable currencies possible in an MMO?

Imagine an Adventure Coin and a Merchant Coin. Adventure coins can be spent on training and equipment, at in-game shops, but cannot be transferred between players. Merchant coins can be transferred ...
1
vote
0answers
49 views

Game Design. Question about balance progression [closed]

Playing in the main mode, the player receives Glory for victory, and for defeat, loses it. When the player reaches the required number of Glory, he moves to the next League. There are N Leagues in the ...
2
votes
1answer
116 views

Determining the price of a trade good depending on supply and demand of a marketplace

I've been meaning to add a market/trading system in my space-themed game where a player can buy from one station and sell it to another for profit, etc. (Examples would be Starsector, Elite: Dangerous,...
0
votes
1answer
313 views

Looking for a game engine to make a game like "Ikariam" or "Ogame" [closed]

I'm an IT student and currently in my spare time I want to start a project. I would like to make a game that resembles a browser games like "Ikariam" or "OGame". I don't want this ...
0
votes
2answers
65 views

How to communicate success/failure within an abstract hint system without using sound or words

I am designing a hint system for a "game". The game is an interactive art simulation for multi-touch and although it is rather intuitive to figure out the basics of how to run that ...
0
votes
0answers
21 views

How to put the output of one game into another?

I want to add the screen of vrchat into a unity game environment so that I could play vrchat from a screen inside the unity environment. Is that possible? If not, why not?

1
2 3 4 5
32