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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.

26
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10answers
7k 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 ...
1
vote
2answers
86 views

What's the optimal way to create biased randomess?

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

Feedback on Scoring System [on hold]

I would like to get feedback on ideas for the scoring system for the game I'm working on. This game is sort of a restaurant simulator (think Diner Dash) with a few tweaks here and there. One of the ...
0
votes
1answer
24 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 ...
0
votes
0answers
79 views

i want to make a video game [closed]

Hi there to whom that may see this. I'm trying to make a video game using unity and blender for character modeling and animation along with coding. What are some of the things I need to learn to ...
-5
votes
0answers
72 views

Sword-fighting system, easy but realistic & comprehensive [closed]

I've developed a system for sword-fighting games, which is based on renaissance and medieval combat manuscripts, should work with mouse&keyboard, includes everything possible in a real-life sword-...
2
votes
1answer
98 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 ...
-2
votes
1answer
68 views

Turn based combat system [closed]

I'm trying to understand how to develop a combat system with turns like most android game (heroes charge is an example) Not a classic turn based system like Rpg, but a sort of game where the turn is ...
105
votes
25answers
24k 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 ...
0
votes
2answers
44 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 ...
2
votes
1answer
84 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 ...
0
votes
1answer
69 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 ...
1
vote
1answer
99 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? ...
0
votes
2answers
159 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 ...
0
votes
0answers
52 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
votes
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"...
1
vote
1answer
109 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 ...
1
vote
2answers
100 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, ...
2
votes
1answer
285 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 ...
0
votes
0answers
41 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
votes
2answers
51 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 ...
1
vote
1answer
65 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 ...
0
votes
0answers
55 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 ...
2
votes
1answer
259 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 ...
6
votes
2answers
251 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
votes
1answer
34 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 ...
0
votes
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, ...
0
votes
3answers
88 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
votes
1answer
104 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 ...
1
vote
2answers
149 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
votes
1answer
56 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
votes
2answers
145 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 ...
1
vote
2answers
91 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 ...
0
votes
2answers
181 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
votes
2answers
154 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 ...
1
vote
1answer
58 views

ReorderableList in Unity with Enums

I'm trying to setup a simple ReorderableList in Unity 2017.3 for a list of enums. Adding items workes fine but selecting, dragging and deleting items from the list does not (see gif). Here is my code:...
15
votes
11answers
5k views

Fair combat system for new players on RTS game

I'm working on an idea/concept for a multiplayer game that I want to develop after my functional analysis but I'm still thinking of a way to implement a proper, fair combat system between new and ...
2
votes
3answers
147 views

Is a Stamina Bar (ala Dark Souls) a good idea for a casual player target group?

We all know the "Stamina Bar". For those who dont: Its a "Bar" (usually right below your life-bar) which prevents spamming the attacks as much as you want. Attacking will also reduce your stamina and ...
44
votes
11answers
13k views

If I design a game that has both guns and melee weapons, how do I make them equally viable?

I have a plan to make a 2D action platformer game, and I've started prototyping a bit in Godot 2D. My intention was to make the character fight with both guns and melee weapons, with gunplay like the ...
0
votes
1answer
209 views

Is there a purpose behind the tediousness of most MMO RPGs?

As most of you probably know a lot, if not all, MMO RPG games have some element of "tediousness" in them. By "tediousness" I mean elements in the gameplay that feel both unpleasant and needlessly ...
1
vote
1answer
67 views

C++ Text RPG - Commands and their output

Synopsis So far i tried to make games and most of the times i finished on having 'engines' ready. Not the games at all. I figured out that after having rendering, music, i/o handling, all that stuff ...
1
vote
1answer
62 views

Patterns on preserving players progress across all player's devices

I'm writing cross platform game that is requested to store player progress across all their devices. I'm not talking about implementation details, but overall picture; What are the patterns for ...
0
votes
1answer
69 views

Creating a click and drag system in GameMaker Studio 2

I am attempting to create a click and drag system in GameMaker 2, for example a dress-up game or maybe a puzzle. How would I go about getting the objects to click and drag? I'm trying to get it so I ...
1
vote
0answers
16 views

HTC Vive Grabbing Object Trigger

I'm doing a HTC Vive VR game with Unity. I have 3 objects, and I want to trigger different events when the player pick up different objects. Since I set the rigidbody to the controller and don't ...
4
votes
5answers
180 views

How can I solve the problem of attacking being disadvantageous in TBS due to entering the range of enemy attacks?

I noticed this thing in Age of Wonders I some time ago, but I can imagine this problem popping up in any other game system where units with equal attack range spend their move points on either moving ...
3
votes
4answers
328 views

Is there any specific reasons to include clearly inferior options in a game?

Games contain inferior options A lot of games that I have played contain some optimal options and some clearly inferior ones. Sometimes, like in Heroes of Might&Magic IV, it could happen due to ...
0
votes
5answers
315 views

Does bad AI lead to more sales?

Games like HL2 and FEAR are legendary for having excellent AI. Recent titles (as of 2018) leave much to be desired. With improvements in our understanding of probability related state machines, and ...
1
vote
0answers
38 views

When load my unity scene on vmware windows virtual machine, the color/lightening of the scene randomly changes? It turns pink

Hi I have a unity scene doing all it is suppose to on mac but I had to load that scene on vmware windows virtual machine and when I did that, the color or the lighting of the scene was randomly ...
0
votes
1answer
24 views

I'm Dragging object by using touch (mobile) it doesn't stop when hit collider

I want to make object stopped when it hit collider of another object. But it doesn't stop. How can I fix this? - Unity my code is: ...
9
votes
3answers
2k views

Method to size game content

I'm developing a game with quite a rich story. I'm not sure if I'll have enough time or money to make a level for each part of this story. Is there a common method among designer to manage this ...