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Some Scattered Thoughts About Hades

The Bottom Feeder

It takes me a long time to build up the energy to pour in the number of hours a game like this requires. It's a 2020-vintage roguelike, which means: A bunch of rooms with fights. Storytelling like this is a great way to juice your game with some nice texture, but know its limits. You get money to buy randomly selected upgrades.

Indy 73
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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

Baldur’s Gate 3 Has Mountains of Stuff Over the years, I've tended to make my game designs cleaner. One of the best articles ever written about game design is about Magic: The Gathering. I found fights in BG3 where it became really hard to target the high-up enemies. That is my personal aesthetic.

Fighting 100
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How much paperwork does a game designer or other “trench level” game developers deal with? Does the amount of paperwork increase the higher up the chain you go?

Ask a Game Dev

In order to keep track of all of the tasks that need doing, we use task-tracking software like Jira, Trello, Hansoft, and the like in order to keep the project management up to date. We all tend to do a lot of "paperwork" but it's all digital - a lot of web-based forms.

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The RPG Report, and the worst things in RPGs

Keith Burgun

It feels to me like most JRPGs – including every Final Fantasy game I’ve played – has enough “stuff” for a game about half the length that it is. Bad FIGHT pacing. Basically, players don’t want to fight the same fight over and over again. Feels like Software.

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Become a Patron on Patreon?

Sirlin

I want to show you some of what I'm working (Codex, Flowchart, and a Fighting game) and tell you about Patreon. Codex, Flowchart, and now.the Fantasy Strike fighting game (yes, really!). Everyone, even non-patrons, get my main podcast about game design for free. Instead.it's fun.

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The Last Pile of Thoughts About Elden Ring, Promise

The Bottom Feeder

It's such a big, unique, popular game that not picking it apart a bit is game-writer malpractice. Even if you hate From Software games, and many do, if you care about game design as an art, it's worth a good look. Fortunately, as long as the rest of the game is good, people will only complain.

Balance 52
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Game Art Studio: The Future of Game Development?

iXie gaming

In 2D games, artists use 2D and 3D art styles, using 2D art to create backgrounds or environments and 3D models to develop characters or other objects. The artists must be able to draw in a variety of styles as well as work with both 2D and 3D software. This takes time and delays the entire game development process.

Art 52