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About danuese

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  1. danuese

    Luck as a Gameplay Factor

    Since we are talking about the creative side and not the technical side, I didn't take in account things like AI programming. Of course we're not just talking about visible numbers, we're talking about situations where the player can clearly say: I did the same thing and it worked out differently. The Bomb balancing was an extreme example, since those are the easiest to understand. But if you roll for affected unit and structure seperatly, then yes, it works out again, which is exactly what I mentioned earlier: Averaging through a high number of rolls. It was an example to illustrate how luck negatively affects the game experience. And of course you're right about something I forgot to mention: Being Lucky is fun. It's the appeal of gambling. Definitely something a game designer needs to consider. You could even take advantage of this: A possibility would be to increase critical hit chances when your health is low. (of course without the player knowing) While I can see your point I have to disagree: Luck in competitive play reduces the influence of the player's skill. High-Risk-High-Reward situations should arise without luck involved. An example could be in a 2vs2 RTS game, when your enemies attack your allied base you could, instead of helping your ally, attack the now undefended enemy bases. You risk having your own base wiped out by the enemy's combined force, but it's also possible that you completely destroy their base and their support, so you can defeat both armies that were weakened by your ally. This is a high-risk-high-reward situation that arises without the influence of luck, and that gets resolved by skill alone, which is exactly what you should look for in competitive play.
  2. How does luck affect a game? How is luck even part of your average videogame? What purpose does it serve? Very poor uses of luck, most prominent in older games, levels that could only be solved if you were lucky. It should be very obvious to every game designer to avoid this. Always. Forever. There is no way anyone should ever use it. Period. So when should luck be a part of the gameplay? There are different ways to employ it correctly: The Average Approach An example for this is Diablo, DnD, really almost every Action RPG out there, often strategy games too; as they all randomize weapon damage. Why is this acceptable? Simply because you use your weapon so often that it averages because of the sheer number of rolls. It also makes the player think, do I want to do 2-7 damage per hit, or rather 1-8? As I mentioned above, it's not something you actually need to consider, as it averages out really fast, but it makes the player think, and having the player strategizing and thinking about things in-game hooks him to the game on an intellectual and (hopefully) emotional level. Since you had to think about it, you already invested yourself into the game. This is a way to acceptably use LUCK in your game. This only works if you 'roll' often. Otherwise a single roll can make the difference that makes it frustrating to the player: [indent=3]Imagine finally getting the atom bomb in an RTS, after being almost overrun since you had to invest all your ressources into this, and then *Poof* nothing happens. Why? The superweapon does 200-9999 damage, and you just happened to roll low. Because of luck, you lost the game. The other classic example is Critical Hits. These have usually a 5% or lower chance of occuring and are therefore very heavily luck based. Of course it can then be used to give the player a chance to increase his critical hit chance. The alternative route This is something that I have hardly seen in games. It basically says that luck depends on the outcome of the mission, but you don't FAIL. It means that the story goes in a different direction, or that you get different missions. This could be used for interesting effect, but it can frustrate the player, since he might not be able to see the story go in a different way when he replays the game. A possibility to avoid this would be to program the game to automatically have it work out the other way when you replay the game. Say the game notes if you finished with version A, so the next time you will always get B. To repeat my questions from the beginning: What purpose does luck serve in your games? Is it a part of your game at all? Should it be?
  3. danuese

    Health Regeneration

    Most of us probably know this problem: You just won a difficult fight, and you're left with barely any health and no potions or medikits. Now of course your Hero's health replenishes over time. At a speed of about 2 HP per second. With a maximum of 250. As far as I see, this problem was mostly prevalent in games that were made in the years between 2000 and about 2008. Before that, Health mostly didn't replenish by itsself and you had to find an Inn, medikits or potions, or you had to finish the level. Now, on the other hand, health usually replenishes itsself very quickly, in many shooters nowadays you can just take cover and wait for your health to fill up, which only takes seconds. The problem left for us, is to find out which of the above approaches is the most rewarding for the player, and which one supports the flow of the game best. Or is there even a better way? A combination? Or something entirely different? The first situation described above is, without any doubt, the worst. It forces you to basically wait and stand still, sometimes for minutes, just for your health bar to be full again. This destroys the flow of the game, is unmotivating and stretches the playing time in a very frustrating way. What's the point in having a long game when half of the time was spent doing nothing? The second one can also be frustrating: What if you're not left with enough health to actually beat the level? It can also be very rewarding: Having to fight an enemy with extremely low health leads to a much more intense experience and is very rewarding when you manage to win. The third one on the other hand, can lead to the game to not being a challenge anymore, or can lead to the player just carelessly letting their health drop, knowing it'll be full again in a few seconds. This usually means the game is more action- and less thinking-oriented, which can both be good or bad, depending on what you plan to do with the game. It also leads to the game missing the 'rush' of having to fight a difficult enemy with a low health bar. How do you handle this in a videogame?
  4. danuese

    Videogame Scoring

    I really like the Sandworm, I'm afraid I don't really have much constructive critisism, because I don't see anything that needs to be changed. It captures the atmosphere really well and the changes of pace are very well done. I like your percussive work on this track, keep up the good work!
  5. danuese

    Hows this for a leveling system

    I'm generally in favour of the fixed exp. The Paper Mario series pulled it off very nicely, with each level requiring 100 exp, and a boss enemy giving around 30 exp when defeated. Generally, this is easier to pull off when your game is linear, because that means you can simply divide the enemies in groups of 'common', 'rare', 'boss' and so on wherever you go. If it's possible to go back, i would recommend the increasing exp, since it's probably less effort than making them give less exp as you become stronger. (and easier to balance)
  6. danuese

    Prioritizing in game design ideas

    If you are developing for the Android Market, achievements are probably the way to go. On the short lived mobile games market, achievements can be what keeps the customer playing. For the art, i would mostly recommend to add some basic shadowing to the windows. Right now it's blank white, this draws attention to the rough black outlines, especially when you have the android-buttons to reply right next to it. If you are planning on using those, i suggest making the rest of the menu and dialogue appear in a similar style. It's a small effort, but will have great effect.
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