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

Radiator Blog

WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Anyway, here's my notes. This game is scared that the player might not have an activity every 15 seconds.

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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

I then had enough time to focus on game dev, so I made the decision to start changing careers. I didn’t really think about what it meant to be a solo dev, I just focused on what I wanted to do which was learn how to make games. I knew plenty of software devs, even some that were making games, but they worked for game companies.

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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. An open-world social simulation of a whole human civilization on Mars. The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time!

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The Forgotten City (2021) revisited

Radiator Blog

From a game dev perspective, it's been fascinating to play. In this post, I compare and contrast the original and this modern remake from a dev / design perspective. The final boss fight is a conversation, and the ultimate weapon is. The Forgotten City (2021). They had to rebuild Skyrim systems in Unreal. philosophy and logic!!

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I’m interested in scaling of the enemies to the character level in those games that do that. In some of the open world games I play an encounter will be death until I level up (or skill up). When I do get higher level it gradually becomes more doable until eventually it is trivial. What kind of scaling mechanisms are common? Is it linear, a percentage boost/penalty compared to player, or something else?

Ask a Game Dev

The natural consequence is that large power deltas will result in incredibly lopsided fights - both tougher enemies and weaker enemies. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ.

Agent 40
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On Backtracking in Roguelikes

Grid Sage Games

Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.

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Garrisons 2.0

Grid Sage Games

The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. Failing that (gets blasted in a fight? Garrison encounter distribution samples, color-coded by category. Those sections of the map would have otherwise remained filled with solid earth.

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