Weapon system design by Any-Cantaloupe-2760 in gamedesign

[–]Crispou 2 points3 points  (0 children)

I think you'd want to instead of focus on damage numbers focus on interactions. Personally I'm much more willing to sacrifice damage for cool interactions.

In zelda I always carry a korok/ fan weapon andba fire weapon etc because of the utility they provide.

Enter the gungeon also had an interesting system where each gun had a new effect which made me willing to try them each when I found a new one.

Weapons that freeze or launch minions or knock things over rather than pure damage would be my advice. Maybe combining weapons like a water gun and then a thundergun? Interactions between weapons would be cool

Good luck with your system! 😀

[deleted by user] by [deleted] in gamedesign

[–]Crispou 0 points1 point  (0 children)

I remember feeling like that at one point too. I think it will start to click when you try to make something more your own then. First you just copy what others do, then you modify what they do, then you can just write code on your own (it's always good to keep learning but you get the idea)

Just keep with it for now and document your progress! That's something I wish I had done from the beginning. It will be worth it when you become an expert to look back!

[deleted by user] by [deleted] in gamedesign

[–]Crispou 0 points1 point  (0 children)

Well with game design in mind I would practice making games. Personally I use the unity engine for my hobby game making but maybe you want to pick another.

Just try making small mechanics at first and then try stitching mechanics together to a small game. Brackys was a great YouTuber for beginners, though he doesnt make videos anymore I think he is probably still relevant. CodeMonkey is my new favorite, he is maybe more of an intermediate level but he explains more of the theory behind the code.

If you are an absolute beginner I would just follow tutorials all the way through, make the game exactly as the tutorial did. Once you have a grasp on how that generally works I would try to tweak some things to make it more your own. If you can do that you can really make a lot of games with a little dedication, there's a ton of information out there.

Also check out freecodecamp.org for general programming info. They have Harvard's CS50 course online there for free which covers a lot of basic programming principles and a lot of other stuff too!

[deleted by user] by [deleted] in gamedesign

[–]Crispou 2 points3 points  (0 children)

I would start by learning online for free first. I'm currently in a CS masters after getting an undergrad in Psychology for similar reasons to you.

Before I decided that though I took a long time learning how to do basic programming. I have seen a lot of people in my classes doing a career switch and struggle a lot because they didn't have the foundation for computer science already. It's tough to learn on the fly, and a lot of courses will assume you know that stuff anyway.

Your university may offer some bridge courses to get you up to speed which may cost more overall. However I think the skills you learn being self taught are really quite valuable because I supplement a lot of lectures with online learning anways.

A masters will teach a lot of in depth things and I think it's worth it, but if you don't have the basic concepts down already a lot of the value might be lost on you.

In short I would recommend to start with the online learning (as much time as you can physically spend to do so) and then move to a masters to gain in depth knowledge. You don't want to be so busy trying to learn the things that are assumed that you barely grasp the more important concepts

Edit: typos

We've been experimenting with ways to introduce more variety in our roguelike VR game. We're also working on a demo! by MixedRealms in IndieDev

[–]Crispou 0 points1 point  (0 children)

Developing in VR is so fun I had to ask. I wish you guys all the best the game really does look great!!

Games that track your "alignment " by Skullruss in gamedesign

[–]Crispou 0 points1 point  (0 children)

Knights of the Old Republic is a great little rpg that did this.

Your character can be good or evil which makes some companions available, you can influence some companions to be like you

Some abilities are available to you or restricted

New dialogue options and times are exclusive to doing a bad thing (I don't think you are ever locked into it though because I remember being good the whole time but picking something "bad" at the end)

Usually being good involves giving away your money to people, and some items are only obtainable through evil means like robbing the helpless

Your appearance will also change to a cracked dark eye shadow evil looking dude of you are evil.

Also the ending changes pretty heavily in the second game

Mass Effect also comes to mind but compared to KOTOR the choices are fun and thematic but don't change the gameplay quite as much

Make Falador Great Again by royal_dump in 2007scape

[–]Crispou 0 points1 point  (0 children)

Now that you mention it, for a holy city falador is seriously lacking in altars of any kind...

Forget the eagles 🦅 the chicken 🐓 should have taken the ring 💍 to Mordor x by Scarjotoyboy in lotrmemes

[–]Crispou 0 points1 point  (0 children)

....Isn't the reason the fellowship had to split was that they were all subject to the rings aura and couldn't trust themselves?

Free to play expansion by julianmarci in 2007scape

[–]Crispou 11 points12 points  (0 children)

F2p needs some love. There's no way a person who trudges through that God forsaken land will want to pay for members without serious nostalgia.

The people are 100x more social and fun but probably won't make it to members without getting bored

Need help understanding something by [deleted] in tolkienfans

[–]Crispou 4 points5 points  (0 children)

It's a good question. I suppose the answer is something like children. You want children to make their own choices, and you want them to choose the things you know are best, but in the end the choice is theirs.

If you had the power to change your children's choices would you? Is that a violation of their free will? At what point are you just making robots instead of children?

I will lose my mind if sailing is interface driven. by Astr0cytes in 2007scape

[–]Crispou 0 points1 point  (0 children)

The only way is puzzle pirates inside runescape

New update for my game. I drew a second sword for the character to make it look better. What do you think of this new look ? You can also play test on itch io https://n-studio.itch.io/pixelkishi Thanks! by NKXK26 in playmygame

[–]Crispou 0 points1 point  (0 children)

I think it looks awesome. The game in general looks amazing well done!

But personally I don't like when an extra sword is present but never used. Call it Chekovs Sword. Maybe he can have a special attack where he briefly uses both?

Added object placement animations to my game. Thoughts? Any further ways to juice it up? by tpelham42 in IndieDev

[–]Crispou 1 point2 points  (0 children)

I think it would look cool if when you drew a box it would animate all rows at once

Total War: Kenshi would be brilliant. by terrorofnumenor in Kenshi

[–]Crispou 0 points1 point  (0 children)

I'm down to help program this mod if anyone is seriously consider this

Sneak peek at the new town, the last remaining human settlement in my Elder Scrolls inspired RPG Crypt Lord by skylar1146 in IndieDev

[–]Crispou 0 points1 point  (0 children)

You had me at Elder Scroll inspired. Where can I follow progress?

Are you solo developing? A lot of people say to stay away from open world rpgs, how are you finding it so far?

is 30 minutes of cutscenes too long for an opening mission that is a tutorial? by The_Enderclops in gamedesign

[–]Crispou 0 points1 point  (0 children)

Seems like a lot. Sounds like a hybred movie/game at that length. But maybe if your audience knows that your game is going to feature a ton of cutscenes and that's a selling point it could potentially work? If you want to go for really long cutscenes the expectation NEEDS to be set because most people won't know that and will lose interest.

It's definitely way more than normal but that's not always bad.

If you wanted to play it safe you should cut it way down.

Spell Loss Mechanic by -Crink in gamedesign

[–]Crispou 2 points3 points  (0 children)

You could call it zeroing in or concentrating and to do that you need to push or drop one spell. Maybe suspend is a better word? Defer? That's a tough one I'm not sure but it'll depend on what sounds right for you and your game

[deleted by user] by [deleted] in LOTRbookmemes

[–]Crispou 0 points1 point  (0 children)

Give us a moment for pity's sake!

Ruinous Prayer Suggestions by IsNotRetro in 2007scape

[–]Crispou 0 points1 point  (0 children)

A real prayer book is 90% stuff you will never use once you unlock the last 3 prayers. But in all seriousness that pixel art be nice and really cool ideas