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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13 answers
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How to develop RPG Damage Formulas?

I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current ...
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111 votes
10 answers
9k views

What makes a computer opponent feel alive?

Are there any recommended blogs or whitepapers that talk about making the AI in an RPG game feel more real? (Specifically in turn based combat.) I know something must be out there, but I am only ...
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110 votes
4 answers
24k views

What is actually moving in an endless runner?

For example the famous Flappy Bird game, or anything that sort really, is the player(in this case the bird, or the camera whichever you prefer) moving forward or is the whole world moving backwards(...
Lendrit Ibrahimi's user avatar
106 votes
13 answers
30k views

What are the advantages of putting cheat codes into a game?

Some games have cheat codes in them, but I'm not sure I want to add some to mine because I fear they'll ruin the game by making it too easy to beat. What would be the advantages of putting cheat ...
Casanova's user avatar
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80 votes
30 answers
20k views

How can I discourage camping while still supporting a "sniper" style of play?

I am trying to add features into a third person shooter that suit a sniper style of play, in addition to the current rush/deathmatch style it was designed for. The current gameplay is similar in style ...
FrontEnd's user avatar
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73 votes
9 answers
38k views

What's a way to implement a flexible buff/debuff system?

Overview: Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." ...
gkimsey's user avatar
  • 1,003
64 votes
12 answers
10k views

Having the player face themselves after the mid-game

I am writing a game, in the vein of a jRPG, in which you begin playing as the main villain. You don't know it. You think you are playing the hero and the more successful you are and the stronger you ...
Summer's user avatar
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50 votes
6 answers
15k views

You've killed the enemy you needed to get across. Now you have to die and retry?

I am designing enemies for a platformer, and want to have enemies which the player utilises to get through levels. I like the idea of jumping on enemies to platform across gaps, but it's problematic ...
Casanova's user avatar
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47 votes
9 answers
34k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
blankets's user avatar
  • 471
41 votes
9 answers
6k views

Is it possible to calculate or mathematically prove if a game is balanced / fair?

This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them ...
Lurca's user avatar
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38 votes
2 answers
13k views

How do I make a character capable of walking on walls?

I am trying to get a character to move like a spider: Given a rising slope which a ball would normally not be able to roll up, the spider would slowly crawl up. Similarly, given a mid-air rectangular ...
pyko's user avatar
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33 votes
7 answers
14k views

Why do games have consumables?

Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games? Mortal Kombat 11 got me thinking... ...
sleighty's user avatar
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33 votes
11 answers
8k views

How can I prevent cheating in my collecting and trading game?

I develop and manage an online game where users collect and trade virtual pets (it is entirely online). It's a simple game, we periodically release new pets, users collect them and get random ones, ...
Captain Hypertext's user avatar
32 votes
10 answers
6k views

What makes a good jump scare?

I am working on a game and would like to include a few jump scares. So here is a rather simple question — What makes a good jump scare and when and how should they happen?
Blunderchips's user avatar
31 votes
8 answers
13k views

How can a game handle all characters at once?

This question is just to gain knowledge about how a game can handle so many characters at once. I am new to gaming so I beg your pardon in advance. Example I am creating a tower defense game in ...
Developer Nation's user avatar
30 votes
11 answers
1k views

How to encourage players to level up multiple characters? [closed]

In my game, it is possible to make multiple characters. You can make as many as you desire. What I usually do (and almost all players do) is just make a single character and level it up a LOT, and ...
Doorknob's user avatar
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28 votes
20 answers
10k views

Are there many games involving the manipulation of water? [closed]

I'm in the very, very early brainstorming stages of a game which centers around the manipulation of water and the terrain around it. (i.e., changing the water's state between solid, liquid, gas; ...
27 votes
8 answers
2k views

In-Game Tutorial Decisions

I'm working on a game with confusing mechanics such as energy storage and the coolant temperature. What is the best way to get a new player learned quickly? What are the pros and cons of different in-...
Ming-Tang's user avatar
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26 votes
4 answers
6k views

Can inflation exist in a fixed price Mmorpg world?

Assumptions: Crafting materials are infinite. Limit is player boredom. Players can only trade through the auction house. All prices are fixed. Players cannot decide arbitrary prices. Goods in auction ...
user2186597's user avatar
26 votes
8 answers
6k views

Is it worth to implement game mechanics/rules separately from the main code?

Not sure whether it fits the scope of this community, or should go to Stackoverflow instead. Let's suppose that I want my game be easily extendable in its core, i.e. I want that a lot of people, even ...
tis's user avatar
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25 votes
16 answers
5k views

How to discourage micromanagement in strategy games?

When designing a strategy game (or one in a similar genre), how do you avoid having your players focus almost entirely on micromanagement? What should be done and what avoided in gameplay mechanics?
Vojislav Stojkovic's user avatar
25 votes
6 answers
3k views

How can I introduce time pressure on the player's decisions?

I am designing a hacking game, in which the player usually can take his time thinking about how to overcome the obstacles that he/she currently faces. However, I decided that besides coming up with ...
mzi's user avatar
  • 353
25 votes
4 answers
6k views

"The Game Object" - and component-based design

I've been working on some hobby projects the last 3-4 years. Just simple 2d and 3d games. But lately I have started a bigger project. Soo in the last couple of months I've been trying to design a game ...
hayer's user avatar
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24 votes
10 answers
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 ...
Apotheosis's user avatar
24 votes
3 answers
37k views

Moving from A(x,y) to B(x1,y1) with constant speed?

I currently have something like: float deltaX = point0.getX() - point1.getX(); float deltaY = point0.getY() - point1.getY(); And every 0.01 seconds I refresh my ...
Fofole's user avatar
  • 469
24 votes
3 answers
22k views

A list of game mechanics [closed]

I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like ...
23 votes
2 answers
9k views

How to design context menus based on whatever the object is?

I'm looking for a solution for a "Right Click Options" behaviour. Basically any and every item in a game, when right clicked, can display a set of options based on whatever the object is. Right ...
Mike Hunt's user avatar
  • 341
22 votes
8 answers
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 ...
EnderShadow8's user avatar
21 votes
8 answers
3k views

How can I encourage players to "talk to" to each other in team-based games?

With the goal of attracting a certain kind (highly sociable, that is) of players, I have wondered what game mechanics require, or at least encourage, players to verbally (I'm assuming an advanced text ...
Sebastien Diot's user avatar
20 votes
5 answers
6k views

How can I make a tracing game mechanic more engaging?

I'm working on a puzzle game where you build a model airplane from a box of parts. I'm working on a feature where you actually cut frames out of a sheet of material, which later become building blocks ...
Acme Nerd Games's user avatar
20 votes
5 answers
12k views

Spreadsheets in Game Design?

There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in ...
Joey Green's user avatar
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20 votes
5 answers
2k views

Game actions that take multiple frames to complete

I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. ...
user avatar
20 votes
5 answers
2k views

Level Design, Implying a path to the player

I am looking for articles on level design and particularly for techniques to imply a direction the player to go in, instead of another. Like which game mechanics can be used, how graphics, sound, etc....
Jonathan Connell's user avatar
20 votes
4 answers
8k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
user avatar
19 votes
13 answers
7k views

How to make healing in an exploration game interesting

I'm creating a game with a heavy focus on exploration, though I'm at a bit of a loss for healing. The problem is that I don't like the idea of enemies randomly dropping health, as this usually ...
user avatar
19 votes
5 answers
2k views

Reasons to disable game save during combat (e.g. Mass Effect 2)

So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, ...
Steve V.'s user avatar
  • 293
19 votes
5 answers
5k views

Is there any term for reverse gamification?

Gamification is a process of applying game mechanics to non-game contexts. Reverse gamification is a process of using non-game context or non-game mechanics in games. For example: Gamification - ...
user100222'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
19 votes
3 answers
2k views

In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?

Two ideas i have in mind : 1) Scene is rendered to a invisible buffer, using low resolution and low polygon count models (or even using only bounding volumes like cubes or spheres). The buffer is ...
tigrou's user avatar
  • 3,214
19 votes
4 answers
2k views

How do I build interesting mechanics-driven puzzles for my stealth game?

I'm currently working on a turn-by-turn puzzle stealth game (as a student group project), inspired by Tiny Heist. The basic mechanic is that every time the player moves a square / does a thing, every ...
Narrateur du chaos's user avatar
18 votes
5 answers
7k views

How to address players struggling with simple controls?

I have an HTML game I built with Phaser 3, and I can't decide what to do with the controls. I've changed them several times, and now I feel like I've hit a sweet spot between usability and fun. ...
Cannabijoy's user avatar
18 votes
4 answers
5k views

How can I implement multiplayer cloaking with visuals that resists client-side hacking?

I've been thinking about implementing stealth in a multiplayer game. It's a MOBA style game, so think League of Legends (LoL) and Heroes of the Storm (HotS). Multiple clients connect to a single ...
Underflow's user avatar
  • 297
18 votes
8 answers
2k views

Do any games have this type of mechanic? [closed]

This question got closed on gaming SE as off topic. I hope it's on topic here. Many years ago, a friend and I prototyped a simple 2d rpg with what we thought was a unique idea for the combat ...
Tesserex's user avatar
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17 votes
5 answers
8k views

How do they made Pokémon games so flawlessly balanced? [closed]

I find it hard to believe how well balanced the Pokémon games are. Not just within the games, where you'll find amazing balance from the very beginning to the very end, but, surprisingly, even when ...
MaiaVictor's user avatar
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17 votes
5 answers
2k views

What kinds of conflict-resolution can be fun beyond combat in an RPG?

As someone who grew up on the single-digit Final Fantasy games and AD&D, there are few ways of solving an rpg problem as fun as a fight. Different streams of accomplishment (object acquisition/...
Carduus's user avatar
  • 273
17 votes
3 answers
14k views

How to implement trading card game's "special effects cards"?

I am trying to write a kind of a trading card game here, in some way, it is similar to Magic The Gathering, or the Yu-Gi-Oh! card game. For those of you who are not familiar with it, basically, in ...
hndr's user avatar
  • 273
17 votes
2 answers
19k views

Word list for use in commercial game [closed]

I need a word list to use in a commercial game (even though the game will be free to download) Something like this http://www.puzzlers.org/pub/wordlists/ospd.txt Would be perfect (needs to be ...
Phil's user avatar
  • 621
16 votes
6 answers
8k views

How do videogames store information offscreen?

I'm trying to make a videogame from scratch, but I'm really new to this and keep running into basic issues. Most importantly, how do videogames store offscreen information? What I mean is, how does ...
Just a few questions'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
16 votes
3 answers
3k views

Peer-to-peer hostless competitive games of chance? [closed]

I'm wondering - have any games been ever created that are: peer-to-peer without one peer being designated as host competitive (not cooperative, players play against one another) provably fair (there ...
ThePiachu's user avatar
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