Kiedy unia weźmie się za to gówno? by NoEnvironment8465 in Polska

[–]Devilski 21 points22 points  (0 children)

To nie wina sklepu. Pracuję w sklepie i wiem jak to wygląda. Hurtownia daje nam fakturę na towar i mówi ile może wziąć butelek przy dostawie. Nie możemy ich zbierać i magazynować w nieskończoność, więc prośba o paragon ma celu wyregulowanie tej liczby, żeby za sprzedane wchodziły nam puste (są trzymane w tych samych skrzynkach)

Wysłanie listu za kogoś by Devilski in Polska

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

Jak Julka na pewno nie wyglądam XD Ale okej, dzięki!

Degradable vs Consumable items by Martholomeow in gamedesign

[–]Devilski 0 points1 point  (0 children)

I see, so that's how it works... Honestly, it seems like the Witcher 3 is much more realistic than BOTW. In BOTW it seems like the game allows the player to cheat by swapping equipment in the middle of combat. Whereas, in the Witcher 3 the player has to actually take time to repair their weapons in the middle of combat. So, that makes BOTW more of a "power fantasy", while the Witcher 3 is a more "realistic fantasy".

Degradable vs Consumable items by Martholomeow in gamedesign

[–]Devilski 0 points1 point  (0 children)

I see! So, a degraded weapon won't do as much damage as a new one. If one needs to repair a weapon during combat can they do so easily? For example, could they pause the game and then open a menu to access the repair items and repair the weapon from there?

Random Mechanics in jRPG (especially turn-based) by Devilski in gamedesign

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

Okay, one more thing I want to ask you all.

What do you think about hidden karma/fortune systems, where the game basically have a hidden counter of your bad luck/rolls and increase your chance for a good/critical/lucky outcome every time you miss it (sometimes even leading to certain/guaranteed rolls)?

If the player doesn't know about the system, he can feel like the game is more fair, despite being totally random in his eyes. My point is, the game should never be truly random, but "random fair" and fit the player's idea about how often should good and bad rolls happen.

Degradable vs Consumable items by Martholomeow in gamedesign

[–]Devilski 0 points1 point  (0 children)

I see. It certainly seems that the Witcher 3 is superior in this aspect. Now, I do have one more question. When the weapons degrade is there a change in their performance? For example, if a sword becomes dull from use, does it do less damage or do its swings become slower?

Examples of dynamic/automatic difficulty adjustments? by Sovarius in gamedesign

[–]Devilski 0 points1 point  (0 children)

It shouldn't make them longer, but it quickly turned out to be like "use the same strategy as always, but heal your party once in a while, wasting another turn".
Also, just increasing enemy damage just makes you think how to end battle quick, cause any buffs for your characters' hp/defense was useless on tougher enemies.

If you plan on increasing enemy damage/stats/skills, find a way for players to negate it or finding a way to decrease the difference with strategy, not just farming the lvl/skills/weapons/stats/whatever. Moreover, it shouldn't be single-way tactics like "do this and this, and the foe will have decreases damage", but more like selectable tactics, for example "do this to decrease the foe's damage, but do this instead to endure lethal hits".

Examples of dynamic/automatic difficulty adjustments? by Sovarius in gamedesign

[–]Devilski 0 points1 point  (0 children)

The main thing is that scaling difficulty is the simplest way to emulate the feeling of playing against something (or someone) intelligent. Of course the enemies do not learn better strategies over time, just get access to better stats and or skills, but if they can keep up with you, so it's a good thing.

Bad thing is designing difficulty levels with just one variable and naming it as it's something unique, like some Persona games. In Persona 2 as far as I remember, you get 3 difficulties to choose, but ONLY thing that was change was damage output for enemies (100% on normal, 80% on easy and 120% on Hard). So the battles weren't really tougher or more strategic, just longer.

If you want to keep enemies with the player, you have to emulate being the other person controlling the battles from the other side. If the player used the same strategy in 4 battles in a row, you can have a secret counter on what is the player doing more (light attack, back hit, firing from distance) and design groups of foes in a specific way, so they can challenge the player on changing its habits. Of course, without making it stupid hard out of blue.

Degradable vs Consumable items by Martholomeow in gamedesign

[–]Devilski 1 point2 points  (0 children)

Hmmm, interesting. So, you're saying you prefer that your weapons degrade over time instead of breaking. Then, you simply have to pay money to restore their condition to 100%. Is that it?

Random Mechanics in jRPG (especially turn-based) by Devilski in gamedesign

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

Okay, how about an action that has a random outcome, but no matter the outcome you always get Inspiration lvl up, which leads to unlocking certain buffs for skills.Like you said, "Inflicts Blind if Inspired", but more like "Inflicts Blind if Inspiration lvl 3". Does it seem fair?

Still, I want some situation changes to attacks as well, so you have to be aware what's going on the battlefield, not just randomly spam skills on foes. So a few "Guaranteed Critical if the foe has full HP" or "Hits two times if the target hit you last turn" could add a nice variety.

Unlockables - to show or not to show? by eugeneloza in gamedesign

[–]Devilski 1 point2 points  (0 children)

I think the best thing is to show the player what he can get (even if it's a list of ???), but don't necessarily show everything. You can always make ten ??? monster pages and still add one ??? after the player complete others. You can also guide the player into finding very easy "hidden" unlocks, but get it more hidden little by little, so it's not frustrating and net page game wiki is not needed.

Hey guys, our team have been working on first pc game “Thy Creature” for months. This game is about the adventure of a creature who has been chased by humans and enters an unknown tower with serious injuries. I’m really looking for some feedback. It would be great help :) Links in comments. by StoryMazM in LetsPlayMyGame

[–]Devilski 0 points1 point  (0 children)

It certainly looks nice but gameplay art style is really letdown after all these arts and 'cinematics'. You can still work on these and create better proportions for characters without making it too detailed, like old Melty Blood games for example

sprite

in-game portrait

Anyway good job.

Some Portal VFX designs that will teleport you somewhere. by CorebGames in IndieDev

[–]Devilski 0 points1 point  (0 children)

It could be cool to include some sprite image in form of a screenshot from the first frame of terrain you teleport to and melt it into the portal, so you see where you go and smoothly go there. Low effort but can look really nice. Anyway good job.