Questions tagged [game-mechanics]

A set of rules that govern an in-game experience. Game design is an effort to come up with game mechanics that allow for players to have a fun and engaging experience.

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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
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0 votes
1 answer
157 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
1 vote
1 answer
555 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
0 answers
71 views

Can i copy exactly same character from league of legends? [duplicate]

Lets say i will copy exactly same mechanic of a character from the game "league of legends" or Copying puzzles from another games. But changed assets etc. Is it illegal ?
Canovich's user avatar
1 vote
2 answers
235 views

How to make real-time pvp game where both players perceive in-game time normally while actual relative time-flow speed between them is different?

I was thinking about making a real-time (not tour-like) PvP game where both players among other attributes would have 'speed' attribute that would define their movement and attack speed. But because ...
Amae Saeki's user avatar
1 vote
4 answers
265 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
0 votes
2 answers
138 views

How does a bot know who is an enemy?

How does a bot know who is an enemy if "enemy" encompasses not only one player, which can be just hardcoded? For example, in Warcraft 3, we can have two bot teams with faction alliances and ...
Taras Fityo's user avatar
0 votes
1 answer
718 views

Why does my unity Cinemachine camera that follows the mouse only rotate on the x axis not the y axis

I've recently started work on a 3rd person game and want the camera (cinemachine virtual camera) to rotate with the mouse while following the cinemachine camera, it would be best described as when ...
Colton Sullivan's user avatar
0 votes
1 answer
84 views

How to add a slot to processing queue using a ring buffer with three pointers?

I am working on a farm game made in C. I am currently working on adding item processing, such as milling wheat into flour. Under the hood, I am using a ring buffer to handle the queues for processing. ...
Dotz0cat's user avatar
0 votes
1 answer
110 views

How to prevent accidental double-tap dodge when changing directions?

...
Cei's user avatar
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2 votes
2 answers
158 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
570 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
0 votes
0 answers
28 views

C++ Qt Game Dev: How to instantiate game objects at a specific positions read from a txt file?

I am trying to add a functionality to a game. First, here's a description of what was the initial version of the game like: What I Had at Hand I had at hand, a simple baloon popping game where the ...
Berk Tezcan's user avatar
0 votes
2 answers
104 views

How "Dodge" characteristic is calculated on enemy troops

I was torn about whether to post this as a game problem or as a maths problem. My maths is a little shaky, so thought maybe best to post here. The game, for anyone who is familiar with it, is War and ...
Killian's user avatar
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0 votes
1 answer
127 views

How do I make an object move to a certain location when the player looks at it?

I want to have an eyeball that when the player looks at, it disappears by moving to the side. Like in a horror game. I know how to make the object move to a set location but I don't know how I would ...
Dawid's user avatar
  • 3
0 votes
0 answers
155 views

Better Alternative than Sprite Masks in Unity?

I am have blank sqaure sprite as a Fog of war and I am spawning multiple sprites masks when the player starts moving, through this I am to get this effect where only places where the player has ...
Ashok kumar's user avatar
2 votes
1 answer
564 views

How to implement grapple hook and swing

I'm trying to make a retro style grapple hook / swing system that has a constant speed and is not based on real-life physics. Like the one in Axiom Verge, Bionic Commando (NES) and Super Metroid.
user2272675's user avatar
2 votes
2 answers
206 views

Implementing clutch kicking in a racing simulator

I'm currently in the process of programming a racing simulator. I currently have a full drivetrain set up that includes an Engine, Transmission, Transfer case, and differential. The engine has two rpm ...
Tyunge's user avatar
  • 23
1 vote
1 answer
222 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
1 answer
78 views

Using Game Engine (or parts of it) In Commercial Application?

This is a difficult question, as it is not related to game development directly: we are currently evaluating, if an existing game implementation (game engine or part of it) may fulfill the needs for a ...
Nicolas's user avatar
  • 103
0 votes
2 answers
307 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
1 vote
0 answers
83 views

How to make entities fall through illuminated side of collider?

I'm trying to make a prototype, but I'm still new to Unity so not sure what's the best approach to take. Consider this arena: Essentially, I want the shadowed parts of the outer rectangles to behave ...
IronWaffleMan's user avatar
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
365 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
1 vote
1 answer
158 views

How to encourage players to fight nearby players instead of clustering into mega-factions?

My game is a location-based RTS game with roughly 150 players on 5 continents. Players can create and join alliances essentially at whim, and the players use discord for communication. There is a ...
TheBiscuit's user avatar
0 votes
1 answer
249 views

Should a swinging sword be part of the player sprite, or its own separate sprite?

Should the sword be part of the player sprite and therefore share the same hitbox that is widened when attacking? or Should the attack animation be separate from the player sprite therefore having its ...
WindBreeze's user avatar
1 vote
0 answers
74 views

Node not disappearing when calling queue_free

I'm working on a game, and I'm trying to make an eating feature. I got the player's part down for the most part, but the food's script does not want to work it seems. I've tried many different ways to ...
Feara Smith's user avatar
19 votes
9 answers
8k views

How to prevent players from brute forcing puzzles?

I'm making a classic Resident Evil / Silent Hill type game, so am currently in progress of writing a few puzzles. Currently, I have a combination lock - 4 digits 0-9. Each digit of the combination is ...
Adam Lobo's user avatar
  • 309
0 votes
1 answer
239 views

P2P + Authoritative server for Web based game, how to combine?

I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
0 votes
0 answers
55 views

Is there any game that can I make as a project of programming fundamentals in java under 500-1000 lines? [duplicate]

I'll be having my semester project of programming fundamentals in java. I'm a complete beginner and don't have much ideas. Since I'm fond of game dev I am thinking of making any logical and text based ...
Abdul Moiz's user avatar
0 votes
1 answer
117 views

Gap between two 3D objects in Unity

Quick question related to Unity: if I have two objects (A and B) to create some tunnel, how can I make a constant gap? I thought of having A and B instantiated with a random value to start with; ...
Zeid Tisnes's user avatar
0 votes
0 answers
74 views

How to automate strafe jumping?

I'm a complete noob when it comes to math so excuse my ignorance. I've trying to automate strafe jumping (from the quake engine) into another quake engine based game. I've tried a fair bit to get this ...
illtropic's user avatar
0 votes
0 answers
44 views

Close door after player has entered a room

I can't figure out how to make the triggered door open and then close again. I managed to open the door, but can't figure how to close it again once the player is inside the room. Here's my code so ...
Chloe Jung's user avatar
2 votes
2 answers
419 views

Formula to assign star rating based on cooking time over/under target

I'm making a cooking game and one of the minigames in the game is to put ingredients on a barbeque. As it's being cooked, a progress bar is displayed, with a range between 0-1. The goal is to take it ...
BlueGooGames's user avatar
2 votes
1 answer
171 views

How to make equipment of unique characters relevant in a turn-based RPG with large armies?

I'm developing a turn-based RPG with Pygame as a hobby to better learn Python. I am inspired by NEO Scavenger, Fallout and Mount & Blade. I like the idea of equiping the character with the stuff ...
user203520's user avatar
0 votes
3 answers
2k views

Are thresholds for levelling considered an open problem and each game solves it differently or is there some standard design?

Player gathers points/XP and levels up based on this. Is there some standard researched system which thresholds work well for level 2, level 3 and so on? Or is each game basically solving it on its ...
reducing activity's user avatar
0 votes
0 answers
227 views

Unity top down character movement animation goes sideways

I am struggling with the animation handling for my top down character movement. The game is a 3D top down game. The character is always facing in the same direction as the pointer and I have ...
Insomnia's user avatar
1 vote
1 answer
285 views

How were the invaders programmed to shoot in the original arcade version of Space Invaders?

I'm trying to make a clone of the original classic and mimic its game mechanics as closely as possible, but am stuck on making the invaders shoot. From playing online versions of the game, it seems as ...
Kenny83's user avatar
  • 125
0 votes
1 answer
50 views

Scalable way to have interaction button place item on campfire

I have been wondering how I can place a bowl on a campfire in Unity using C#, similar to how it is done on Green Hell. I currently have an inventory system set up where you can equip the item in your ...
Skourge's user avatar
0 votes
0 answers
123 views

How to implement an attack with a real-world duration like in Clash of Clans?

I wanted to understand how a strategy game like Clash of Clans would implement the attack. Clash of clans is just an example I am taking but I am interested in understadning logic of attack in any ...
rsp's user avatar
  • 101
0 votes
0 answers
107 views

Simplifying game mechanics in "unseen" battles

I am writing a grand strategy game that is generally played from a zoomed-out, "strategic" perspective. With battle encounters, I want players to be able to zoom in, if they choose to, ...
Kristian D'Amato's user avatar
1 vote
0 answers
64 views

Click & Drag: Move the Camera vs. the World

I've been tasked with finding out more information as it pertains to "Click & Drag" to change the users viewpoint in a scene, but I'm having troubles finding any definitive information. ...
user3460324's user avatar
0 votes
1 answer
541 views

Does game design (numerical value planning such as attack/defense/ rates of critical hit) need a strong mathematical background?

I will go to college very soon and I want to choose math major. I want to know if being graduate with a strong mathematical background will help me success in game design. For example if I want to be ...
Mr Monkey's user avatar
0 votes
1 answer
106 views

What kind of game is best to learn the basics [closed]

I am interested in learning Unreal Engine. What kind of game should I aim to build as a beginner which will teach me the most? Thanks.
Nazmus Saqueeb Ashrafi's user avatar
0 votes
1 answer
39 views

Skipped function calls on Integer based frame data

I'm creating a basic animation system, where I call functions to change the rendered sprite and turn on hitboxes based on the current frame of the animation. For example, if (current_frame == 8), I ...
Luiz Henrique's user avatar
13 votes
4 answers
5k views

What is the function or benefit of including juggling mechanics in a fighting game?

I am putting together the initial design ideas for a 3D fighting game. Overall the style of the combat I would like to be something between UFC and DOA games, so focused on realism but the pacing more ...
FrontEnd's user avatar
  • 1,697
0 votes
1 answer
81 views

How to build a system for ammunition being fired out of cannons when player characters and crewmates can also be ammunition?

I'm currently working in Unity building a game inspired by the niche DS game, Dragon Quest Rocket Slime. It's a Zelda-like forced-perspective top-down game where the primary combat mode is you ...
Cross's user avatar
  • 1
0 votes
1 answer
681 views

How to implement a directional attacking/blocking system?

I'm working on implementing a directional attacking / blocking system in Unity à la Elder Scrolls: Arena or more recently, Mount & Blade - where moving the mouse in a certain direction signals a ...
Andrew T.'s user avatar
0 votes
0 answers
78 views

RayCastHit2D returning value only once, then stops

I am trying to do a check to make sure the player is not on a wall, so that he doesn't not continue jumping upwards when hitting it, as it returns him as being grounded. I am using a RayCast2D coming ...
TBG's user avatar
  • 25
0 votes
0 answers
70 views

Mitigate exploit where players maximize score multiplier before starting race

I am making a single player race game set in space (no actual roads, just checkpoints) where the player's score is defined by how fast they complete the track. There are pickups around the track that ...
Mrmooijman's user avatar

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