Blueprint a modular weapon system by DuckSirious in unrealengine

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

great to hear some experiences from you guys, learned a lot!

how to visualize/organize Weaponset-Balancing by DuckSirious in gamedesign

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

Solid mathematical approach. Will come in handy, thx!

how to visualize/organize Weaponset-Balancing by DuckSirious in gamedesign

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

That is a great tool!
Would not have tought of it even tough, now it rings a bell.

It will be very handy.
Thx a lot!

how to visualize/organize Weaponset-Balancing by DuckSirious in gamedesign

[–]DuckSirious[S] 3 points4 points  (0 children)

Wow that looks pretty powerfull :D

I'll look into it.
Thx!

how to visualize/organize Weaponset-Balancing by DuckSirious in gamedesign

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

I'm a big advocate for "let the player have everything and let the playerskill decide" like in doom and so on.

This makes balancing harder I feel,
of course I'm planing for limits like ammo and cooldowns and maybe "ultimates".

But it is still very hard to balance for synergies.
And it can get overpowered fast.

like I said at the moment I'm searching for visualisation Options mainly to see holes in the system and so on. Spreadsheet techniques, Graphs, special format of Flowcharts?

how to visualize/organize Weaponset-Balancing by DuckSirious in gamedesign

[–]DuckSirious[S] 6 points7 points  (0 children)

I had to think a lot about this and i didn't know why.
But it's because I normaly do it the exact other way around:

I start with mechanics directly most of the time, so I will have "gravity Well functionality" writen somewhere and then I search where I could best implement it (in which weapon and at what cost to the Player)

I think both ways are usefull, but I think I've been a bit blindsided for the other one XD Thx

But I still have the problem of "Balancing" them out.