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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. I’m starting to work with a writer on a sequel to Moons of Darsalon and I’m already fearing the fights we’re going to have haha!” For me, these are not games, they are guided tours!”

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How Rubber Duck Games developed a boss fight in Evil Wizard

Unity Blog

In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects.

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Osama Dorias: Progress fighting crunch is at risk

GamesIndustry.biz

But what I'm finding is that companies that have to remain competitive because they are in locations where they could lose people more easily are shifting faster to better work-life balance and better support systems for people so they don't burn out because they have more to lose; there's a business incentive for doing that. Read more

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Fan Collective Unimatrix 47: Star Trek: Lower Decks “The Inner Fight” and “Old Friends, New Planets” Episodes

Game Industry News

In season four’s ninth episode “The Inner Fight,” Mariner makes explicit that her self-sabotage stems from her fear that she’ll become a general who sends young people out to die like Picard was for Sito. Yes, yes, we all know what they’re spoofing off of with the title, “The Inner Fight.”

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Game Balance and Fantasy Strike

Sirlin

Fantasy Strike is an interesting case study in game balance for an asymmetric game. I did the entire balancing process without any data at all, and now, after it’s all done, we have the data. Relying on Experts I find it much easier to balance a competitive game by going off the opinions of experts than looking at data anyway.

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Codex: Balance spec

Sirlin

Here are the three green heroes: Master Midori is the Balance spec hero in the green faction. He’s honorable and fair and strives to keep nature’s balance intact. That's not really fair and Balanced. Wandering Mimic is another great Balance card. It’s a pretty fishy effect though. They should stick to units.

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I feel like in post launch support I see numerical balance changes (eg. X has 10% higher stun, 8% less hp) much, much more frequently than animation balance changes (eg.move now has wider reach, faster startup). I understand animations take more work than tweaking a database, but given that many games will never get a single re-animation it seems like there must be more to it than that.

Ask a Game Dev

As you might expect, numerical balance values like 10% higher stun duration, 8% less HP, or an extra 5% critical hit rate are often built to be easy to change because we expect to have a lot of things in the game that can change them. Fighting games, for example, tend to make animation changes regularly because of the way they are built.