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2 votes

Simple or Complicated mechanics, what benefits they have and should I be worried about overcomplication?

Alright, you got some answers that give you hints on whether to pick simple or complicate mechanics, or both. Let me add a further point: emergent gameplay. To quote that article: Emergent gameplay ...
AnoE's user avatar
  • 505
1 vote

What should developers do when they receive conflicting feedback about their game?

Step One: Assume all of them are right Malicious feedback or reviews are rare. Assume that people actually mean what they say. Look at it without discarding it immediately. Put your feelings aside for ...
Tom's user avatar
  • 1,314
28 votes
Accepted

Simple or Complicated mechanics, what benefits they have and should I be worried about overcomplication?

The short answer Two words: opt-in complexity. How to keep your gamers happy The happy path is simple. People who want simplicity will be happy with your simple mechanics. People who want complexity ...
Flater's user avatar
  • 671
0 votes

Engaging ways to include party members in a fast-paced action RPG

You could take the method used in Mario & Luigi's overworld traversal and make it so that party members stick close enough to the player that they can just follow the same movements, and then have ...
Wizardchris842's user avatar
14 votes

Simple or Complicated mechanics, what benefits they have and should I be worried about overcomplication?

Ideally you want both. You want simple and understandable mechanics on the surface level, so you can easily onboard new players. You want to be able to quickly teach the player the minimum of ...
Philipp's user avatar
  • 120k
1 vote

How to add natural barriers or obstacles without impeding vision?

Cliffs. You can place an object on top off a cliff to make it visible to the player, but not make it immediately obvious how to get there. Scaling a cliff might be a jumping/climbing challenge or a ...
Philipp's user avatar
  • 120k
1 vote

How to add natural barriers or obstacles without impeding vision?

This reminded me of Hidden and Dangerous 2 mission 1 where player can go through swamp, but only with guide knowing the route otherwise you die. As I understand it, this is not exactly your point 1 ...
Piro's user avatar
  • 169
3 votes
Accepted

How would you intentionally create overlapping rooms with procedural generation?

This is trivial. There is no need for you to reinvent the wheel here, that's for sure. The reason avoiding intersections is always discussed is that it is extremely easy to generate a connected space, ...
Engineer's user avatar
  • 29.6k
2 votes

How would you intentionally create overlapping rooms with procedural generation?

The process would be the same. You would procedurally generate N rooms, and then use a compositing function to combine them into one world. However, usually real rooms exhibit non-overlapping ...
Cort Ammon's user avatar
  • 1,237
1 vote

Making games for yourself with a story?

There is consensus on why we tell stories: sharing experiences with others. Without others, our stories cannot express their full potential; one can't enjoy stories they crafted because they "can'...
liggiorgio's user avatar
  • 4,811

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