Remove Balance Remove Concepts Remove Terrain
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool. But publishers are not the only avenue.

Indy 105
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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.

Balance 52
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Harmonizing Innovation: The ‘Lullaby of Life’ Journey with Francisco Lara Sikorski

Game Dev Unchained

The concept of early access became a pivotal aspect of 1 Simple Game ’s strategy, allowing them to integrate community feedback early in the development process. Francisco’s insights into the marketing landscape proved invaluable as they navigated this complex terrain.

Pixel 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Moria’s descendant Angband also included ego items ( over 100 properties), but expanded the concept of randomized items even further by adding the option to activate “Randomly Generated Artifacts,” abbreviated “randarts.”

Data 52
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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below. Some concepts: More enemies could show up?

Beta 52
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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) Since it’s a somewhat related concept and worth taking into consideration during map design, I’ll add a few notes about it here. Architecture.

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The Depth Project

Game Design Advice

I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al.

Feature 40