Episode #125 of the Stack Overflow podcast is here. We talk Tilde Club and mechanical keyboards. Listen now
44

I think there are three aspects of this: Meaningful decisions. Balance. Mechanic complexity. On the meaningful decisions aspect... well, if the answer to armor is more damage, then that is not a decision. It is good for there to exist multiple ways to deal with a situation. I mean, multiple different in kind (not just in raw numbers) ways. Not simply ...


24

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well. Start playtesting! It does not have to be fancy - from what I can tell, you can try starting with an A5 piece of graph paper and play with your partner imposing 10-30 players with a set ...


19

For fun. Let's consider the most simple mechanic available: a character has N points of Health, and always does 1 point of Damage per Second. When two characters fight, the one with the most points of Health at the start of the fight wins. Done. Would this be fun? I, personally, would not find it very fun. In RPG/FPS games where these mechanics come into ...


17

Clearly, your business partner feels very strongly that your approach has some deep flaws and just won't work. If they didn't, they wouldn't be suggesting starting from scratch or abandoning the project entirely, especially not at this late stage. What you should try to do first is find out why they think your approach won't work. This might be tricky, ...


10

Games often benefit from having soft counters in them. You might have a situation where you want some people to have good DPS against armored targets, while other people have good DPS against healthy targets, but let people increase their damage or armor penetration in response to whether they feel they need to do better against armored targets or against ...


5

Leveling as a progression systems Although leveling is almost a synonym of RPG, in that I say RPG and you imagine levels – and this has its roots in table top, pen and paper, RPGs and war games – as game designer, you should be thinking of progression systems. RPG is a label, used to classify games, you do not have to be limited to it (unless you are ...


4

TLDR; From a game design perspective. The complete, consistent, and well understood model beats out the incomplete model with unresolved (or unresolvable) technical or conceptual issues. Based on your descriptions, it sounds like the con listed for the scaling territory design is technical in nature, and the cons listed for the non-scaling territory design ...


3

[For this post, whenever the mechanical implementation of attacks is relevant, they are assumed to have a fixed damage component, a random damage component, one or more stat-based components (either multipliers and/or bonuses), and a penetration component (either flat value or percentage). Armour's lower bound is clamped at 0; even with penetration, it can ...


2

200ms of delay (between input and response) can be considered to be the point at which things get annoying. Sensitivity to the issue varies from person-to-person, of course, so it's not really possible to give a concrete number. A delay of 50ms is well under that, and is probably not going to be that noticeable. It may be a problem if your event dispatch is ...


2

To restart your current scene, you need current scene index or name. And once you have the current scene index or name then just reload it. Here the example that how i done it: public void RestartCurrentScene() { int currentScene = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(currentScene); } Add this to the very top ...


2

The average winrate between a player who loses all their pieces and one who gains all those pieces is 50%, but the player who loses all their pieces then goes on to make a new account, so now amongst those two people there are three complete sets of pieces, and you have inflation. As for the middle and high-rank players accumulating more pieces over time ...


1

Why not both? Go with your approach first, as it has already been implemented, let's for call it Arj mode for now. Then implement the other approach later, let's call it Partner mode. Offering two modes, means offering two servers, with double the effort to maintain. But if one server is offline, the players can still play your game on the other server. ...


1

The easiest example to illustrate that the choice between AP and raw damage is a situation in which there is more than one opponent and the player cannot change the gear option between fighting multiple opponents. Now the player has a choice. Specialize in defeating the armored opponent, and do less effective damage per attack to the unarmored ones, or ...


1

Apart from other reasons it might be dependant on whether the game wishes to simulate a certain (very limited usually) amount of realism. For example, a game I played quite some time ago, (a MUD in fantasy setting), had the armour and melee weapons available to players, which all had base stats and modifiers for different standard damage types: slash/impale/...


1

NPCs should not be traders of finite resources. NPCs are unable to adjust to a real market. Make an auction house that allows players to craft and trade items using this currency instead. But the auction house should allow any kind of trade, without any restriction, not limiting players to use this finite currency. Even though it's a small MMO, consider ...


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