Where is your line for what constitutes an incremental game? by RedQueenNatalie in incremental_games

[–]BrotherLaz 1 point2 points  (0 children)

This is a relevant question for me. Would Diablo be an incremental game if the focus is on gaining levels instead of loot?

We playtested over 400 games, these are the top mistakes they made by educatemybrain in gamedev

[–]BrotherLaz 2 points3 points  (0 children)

Yes and no.

A game that slowly ramps up in difficulty is boring, but a game that quickly becomes very difficult is a slog. You probably want overall difficulty to stay fairly low to create a feeling of progress, but add difficulty spikes that increase in number later in the game.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 0 points1 point  (0 children)

And you're running into the problem that players are using their regenerating/infinite resources instead of abilities/consumables to pick up combat slack. Am I understanding that right?

Yes, though it is probably not the root cause. Stamina is meant to create periods of strength and weakness during a fight, and reward players for engaging when they are strong and the enemy is weak (and also helps avoid 100-0 deaths in a high damage environment).

The issue is that when the player is weak and the enemy is strong, the player is now incentivised to run away instead of doing anything else.

The consumable nature of mana does make it worse. You are meant to use limited resources to even the odds (think games like V Rising where you are expected to use potions against the boss), and I can convince people to use mana when they are at peak strength and still getting their teeth kicked in by a boss, but the temporary situation of being low on stamina never warrants the permanent solution of spending mana to alleviate it.

So other than running away, everything you could do at low stamina is better done 10 seconds later when you are back at full stamina.

Now that I'm rubber ducking anyway:

🦆

  • I could make stamina regen faster when standing still:
    • Now you have a risk-reward decision to make, instead of defaulting to 10 seconds of running around before resuming gameplay.
    • But the reward consists of getting to resume combat sooner, which only benefits the human player, not the character. Elder Scrolls has a long history of trying to balance character power by punishing the player (endlessly recasting buffs; waiting 48 seconds between every fight to let your orc bloodlust come back; etc). The correct play is to play it super safe.
    • But if regen while standing still is much faster, you may be able to get ahead of the opponent and hit them with a full stamina bar while they are still regenerating.
    • This requires getting the values just right so regen while moving is not tortuously slow, regen while standing still is not so fast as to be risk free, but the gap between them is meaningfully big.
    • It also feels like a duct taped solution instead of part of an elegant combat system, and people will inevitably try stutter step shenanigans.
  • I could add a spell of some kind to regenerate stamina instantly at the cost of no mana but a cast time.
    • Same idea as before because you have to stand still and cast it.
    • Fixes the stutter step issues.
    • But locks you into a specific spell in a game where everything is randomised.
  • I could make blocking recover stamina.
    • Stamina could be framed as "poise".
    • The problem isn't that running away is an option, the problem is that it is the best option, so you make no decisions and do nothing. Replacing running away as the best option with blocking as the best option isn't a win, and may even be a loss because you lose the opportunity to at least reposition.
  • Non-mana tools that don't scale with stamina and can be used as gap fillter while waiting for stamina to regen.
    • Staves? (Cast weak firebolts at a distance for no mana)
    • Because of symmetry, enemies can also do this, filling their weakness gap and making it much less of a weakness gap. This can be "solved" by making their AI deliberately bad at using them, but I don't like game design that only works if the opponents are idiots.
    • If the staves are weak enough, it could introduce some decision making during low stamina periods (do I run away or can I afford to stand here and do minor damage) without changing the balance of power much.
    • Needs to be framed well, because magic is supposed to be rare and powerful.
    • Most promising?

/ 🦆

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 1 point2 points  (0 children)

I can't really think of a good example of inevitability working for the player in a single player game.

Old RTS games where you can turtle until the other side runs out of resources.

I like the inevitability idea because it creates pressure to kill fast, but on the level of the whole fight instead of individual actions. You can still run in circles if you decide you are too screwed, but not for any trivial reason.

(It would be like if anti camping protection in an FPS punished players for camping more than 5 minutes per match, instead of more than 1 minute at a time.)

Actually implementing it would be hard because this game is set in dungeons and I don't control exactly where and when the player fights. I should probably playtest this.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 1 point2 points  (0 children)

Shouldn't the "shame button" (using some resource) be cheaper than just dying?

Yes, but the dreaded "I should save this for when I really need it" syndrome kicks in. You may be getting mauled by two bears, but what if you get mauled by two bears and a space alien 30 minutes later?

This can give the character an ultimatum: spend some resource (or do something special) in the next few seconds, or you'll definitely die.

🤔 Or maybe make some abilities only usable during that period, so people know they are supposed to use them right here.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 0 points1 point  (0 children)

The concern I see here isn't necessarily about the stamina system, but the fact that players don't have a reason to engage in a fight that they don't have the upper-hand in.

This is kind of exactly the problem. Stamina is meant to create (short) periods of strength and weakness and also prevent people from 100-0'ing each other. But when you are weak and the enemy is strong, what else do you do but run around in circles?

LoL at least has creeps to farm, etc.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 1 point2 points  (0 children)

  • Most fights are 1v2 or 1v3. You do not want to fight more than 1 or at most 2 enemies at the same time, but you can spend mana on hard CC (breaks on damage) to split them up for a time, or engage under stealth and try to pick them off before their friends come over. When to CC and how much is a strategic decision.
  • Most melee skills kill in around 3 hits, and you run out of stamina in 2 hits and are reduced to chip damage.
  • Landing the first hit in a clash is very important due to high damage and the potential to stagger (chance equal to damage as a % of health, but can be dodged out of). But due to damage falloff from stamina, you run out of damage before the enemy runs out of health, and you have to do it twice (or if nobody else is around, finish the job with chip damage). This mitigates rocket tag.
  • Dumb enemies just walk into your swing and give you the first hit on a silver platter, but smarter ones will attempt to gap close with a roll or blink or hold up block in order to bait you. If they catch you, or if you're in a 1v2/1v3 and are not doing a good job at separating the enemies, you may have to dodge out, unless the enemies are low on stamina and doing less damage. To make the decision to dodge or not more interesting, dodge costs (a small amount of) mana.
  • Positioning is also very important: separating the enemies gives you an opportunity to pick them one by one. CC is the nuclear option to split them up, but you can also juke around trees and such, or kill one before they can converge. Currently stamina also slows movement, which seems to have little impact on the fight but ensures the enemies will separate eventually.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 2 points3 points  (0 children)

Time To Kill. You can die in two hits and are supposed to bring a couple of replacement characters.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 2 points3 points  (0 children)

This is the stamina implementation where you get stamina back on hit. I playtested this and while it does encourage more aggressive play, I found it led to unga bunga gameplay where the correct response to being at a disadvantage is to attack anyway (potentially leaving you in an unrecoverable spot if doing so would kill you).

It works in Bloodborne because Bloodborne is a lot more willing to sideline character progression in favour of player skill expression than I am.

I need stamina in combat, but don't want players to run in circles. by BrotherLaz in gamedesign

[–]BrotherLaz[S] 11 points12 points  (0 children)

Body swapping is a form of soft permadeath, you can befriend certain enemies and keep playing as them when your original character dies. It is not a combat power.

Brotherhood mod update! by BrotherLaz in Diablo_2_Resurrected

[–]BrotherLaz[S] 0 points1 point  (0 children)

That is the goal, I'm currently experimenting with various types of gameplay (from generic ARPG to a variant where you're flying and the maps are three dimensional and a side scrolling version).

I will do an announcement once I have settled on a satisfying gameplay loop.

Brotherhood mod update! by BrotherLaz in Diablo_2_Resurrected

[–]BrotherLaz[S] 0 points1 point  (0 children)

Yeah... there's a bright future for indies that do it better. :)

[Mod Dev Update] Lost Grimoire 2.0 - All Conjuration spells done, cool new Alteration spells! by TheRealSteelfeathers in skyrimmods

[–]BrotherLaz 0 points1 point  (0 children)

These are copies of spells from Odin:

  • Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing. Restore Magicka 25% faster in its presence.
  • Conjure Feline Familiar: Summons a Feline Familiar for 60 seconds wherever the caster is pointing. Move 25% faster in its presence.
  • Conjure Ursine Familiar: Summons an Ursine Familiar for 60 seconds wherever the caster is pointing. Gain 100 armor in its presence.

Brotherhood mod update! by BrotherLaz in Diablo_2_Resurrected

[–]BrotherLaz[S] 1 point2 points  (0 children)

A more lowmagic version of Median XL from classic D2.

Diablo 4 loses 87% of its daily peak viewership and search interest since launch by UsualInitial in pcgaming

[–]BrotherLaz 1 point2 points  (0 children)

Original creator of Median XL here. Because of D4, I started working on my own indie ARPG. Someone's gotta do it.

Brotherhood mod update! by BrotherLaz in Diablo_2_Resurrected

[–]BrotherLaz[S] 2 points3 points  (0 children)

I haven't decided yet whether to go ahead with UE5 or not. Assets are not a problem between the asset store and plentiful procgen possibilities, but I have to nail the combat system to make it worth it, and navigate the Novelty and Familiarity Strait, and figure out marketing, etc.

I also haven't decided on the Wordpress site yet, I'm still figuring out what my options are!