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Member Since 01 Oct 2012
Offline Last Active May 04 2016 12:58 AM

Posts I've Made

In Topic: Alchemy System, what would make alchemy fun?

12 December 2013 - 09:25 PM

It might be exciting to have intermediate steps, each one creating a potion which is useful on its own, but even more useful in a later/final form


I do like the sound of having intermediate steps in order to make a powerful potion. It would make alchemy interesting and if done right maybe even fun. Thanks!




involve mathematical formulas where each ingredient would have certain values which are used in a formula to determine how it reacts to other ingredients. The amount of each ingredient would also play a role, as well as preparation methods


Yeah I think having different preparation methods is a must and depending on how the potion is prepared should definitely affect the outcome. The amount of an ingredient could also be fun to experiment with when making potions. Thanks this has given me some ideas to work with!




I like lots of different mechanisms involved in the process that behave in different ways and possibly affect ingredients differently, just like real chemistry. It's fun to need distillation apparatus of a certain quality, or with certain intermediate components or conditions needed to extract some compound from an ingredient.


I think I might study more on some real life methods in chemistry to see if I can come up with anything. I think having different qualities/conditions of ingredients affecting the outcome of the potion would be cool too. Thanks for your input!

In Topic: Different weapons, same end

10 September 2013 - 03:59 PM

I would make it so that weapons have their downsides and upsides. This will make the gameplay more balanced and not so restrictive on the player. For example, you could have a very strong weapon that swings slower while having a weaker weapon that swings faster. Then you can add upgrades/perks for each level up that increases the damage, speed, etc. of a weapon. This would make it so that a small dagger could be as dangerous as a battleaxe if you train enough with it.

In Topic: Designing levels...

10 September 2013 - 03:35 PM

I wouldn't borrow directly from other games but instead see what mechanics in other games are fun and try to improve them for your game. 


Also I would look back at your first two puzzles and figure out how simplify them and add complexity to them. From what I've seen, most puzzle games start off with a ridiculously easy puzzle that takes 2 or 3 seconds to complete then the puzzles that follow gradually get harder and harder to the point where it feels impossible. See if you can make them easier and think about how you can add to them to make them longer and more difficult.


In order to this it will require a lot of thinking along with seeing what works and doesn't.