Remove Art Remove Fighting Remove Terrain
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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

It's art, after all. A Few Final Comments When a computer RPG has a very complex terrain system with lots of elevations, it becomes tempting to have every fight be complex with a spread of enemies at all sorts of different heights. I found fights in BG3 where it became really hard to target the high-up enemies.

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Step into the many fantastical worlds of Nightingale by Inflexion Games

PreMortem.Games

” The Victorian style undergoes a transformative journey, embracing otherworldly magic, allowing the art team creative freedom to explore the fusion of sci-fi technology, crude materials, and nightmarish creatures within the game’s realms. Where players can navigate the terrain and feel a sense of history beneath their feet.”

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Four Tips to Make Your Murder & Loot Game Painfully Addicting!

The Bottom Feeder

Path of Exile is the current state of the art for RPG addition engines. The Deceptively Tricky Art of RPGs I've noticed something over the decades. There is an art to this genre, something I can say since I have achieved mild success working in it. The trick is making sure the fighting part is engaging. SIGN ME UP!

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. It's not uncommon to walk between towns and fight like 6 different packs of wolves. The starting area is like 2-3x the density of vanilla Skyrim. It's more paranoid than a Ubisoft game.

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My Final Fantasy 16 Review

Keith Burgun

And basically EVERY SINGLE FIGHT is: dodge roll their moves, then counter attack with all your stuff. But it really doesn’t matter much what skills you take, it changes almost nothing, because there just isn’t much mechanical terrain in this game. That’s it. That’s about it!

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You Have No Idea How Hard It Is To Run A Sweatshop, Part 1

Designer Notes

I would never have bet on a ultra-detailed dwarf simulator using ASCII art. Consider the case of Fortnite, which started as a game about building forts while fighting off waves of zombies. Every time out it’s a guess and, if you’re lucky, an educated one. Certainly, that can be said for video games.

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Rebalancing Cogmind

Grid Sage Games

ASCII art for Exiles prototypes. So I reimagined them yet again, taking into account their unique targeting mechanics and what that means when fighting other bots. Overload utility art. As an example, by far the most sought after prototype was Lightpack 2.0, the low-mass storage unit with huge inventory space.

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