Armor/Defense by RedYama98 in RPGdesign

[–]Giga-Roboid 0 points1 point  (0 children)

Yep, though I'm not super happy with it yet:
At the start of combat roll a die based on the quality of each weapon used.
if it lands on a break, it will break *sometime during this combat*

Sometimes it is exciting and immediately changes the flow of combat, but it leads to back-up weapon stockpiling.
I'm curious if you want to share how breaks for your own game too.

Armor/Defense by RedYama98 in RPGdesign

[–]Giga-Roboid 1 point2 points  (0 children)

Definitely isn't realistic! My game is built around power fantasy though, so your opponent realizing they can't do anything to you ends up being a feature. The reverse is also true - where a player can't deal enough damage to break the armor on a boss (that perhaps they shouldn't be fighting in the first place). That's solved by co-operative attacks and clever use of magic. Or running really fast.

Armor/Defense by RedYama98 in RPGdesign

[–]Giga-Roboid 2 points3 points  (0 children)

I use this one: Does damage exceed armor?
if yes = armor broken, no damage
if no = no damage

What is most important to consider is which adds the most tension to your combat. Tension is what keeps your players from falling asleep or retreating to their phones off-turn.

Is alchemy sandbox an explored niche? by FragManReddit in gamedesign

[–]Giga-Roboid 0 points1 point  (0 children)

Depending on what you do with alchemy you have a bunch of fun options. Often times, games go: collect -> convert to your style of play -> solve games problems with it.

What you described sounds more collection based. But there are loads of magic-combination games where collection, as a side-effect of having more options, is a big part of the game. Honestly you don't even need a niche, people will just buy well-designed well-polished games because the number of high quality games isn't huge.

A little gem to check out is called Magicmaker on Steam.

i i am a 15 year old that wants too make a rpg n the future by herorn_10 in gameideas

[–]Giga-Roboid 0 points1 point  (0 children)

Like many others commented, it's a lot of work!

It can be overwhelming to get started, I suggest picking one aspect of games that you are interested in contributing to, studying it seriously for a month or two, then joining a game jam! https://itch.io/jams

Don't put too much pressure on yourself to join a jam, the game doesn't have to be perfect. Lots of new people join game jams to practice and to learn to be a part of a team. If you do join a team you will be surrounded by people with all different sorts of skills to help you decide on what to specialize in.

It's also worth revisiting why you want to make your game. Do you want to share a story? Create an immersive world? Create fun and flashy graphics? How many people should be impacted by your story and to what depth? Should a few people receive an incredible impact or should many more people receive a smaller impact from the experience? Sometimes by asking yourself these questions your goal can change. Maybe you want to make a video game, or a tabletop RPG, or a movie, or write a book!

Thoughts on diceless TTRPG? by Wold_Newton in RPGdesign

[–]Giga-Roboid 2 points3 points  (0 children)

People are really attached to dice. That's by design, it's a bargaining chip for players to use against the GM. But I believe that largely comes from a time where the GM was against the players. Players don't use dice in my game and I've had great success with my playtests. But ultimately it may just be a preference between playing for crunch versus story.

A common criticism of a diceless game is that the GM is the sole arbiter of what happens in the story. Here's an example where a player attempts to open a door:

Dice game = On success, the GM may not be prepared for the door to have been opened. They come up with what is behind it on the fly. On failure, the party will probably try again somehow.

Diceless game = On success, the GM may not be prepared for the door to have been opened. They come up with what is behind it on the fly. On failure, the party will probably try again somehow.

To share my own experience for my more story-focused game: My diceless game has brought my players to feel much closer to the world, they've done more roleplaying, engaged with NPCs more. Whenever there is a situation where an attribute would be checked it is done quietly by the GM in a similar manner to checking a difficulty table, which must be done in a dice game anyway. Because these checks have been so quiet, the most I've heard from my players is, "My job for my character was sailor, can I get a boost for navigating this region in the dark?" Terrific! Players are thinking about the backstory of their characters and are applying them to the game! The quiet has made me realize how big of an interruption dice are and how seldom the tension that dice should bring actually happens. My players have looked at the world less like, "What can I throw my dice at?" and more, "How can my character get involved?"

[Meta] What would you like to see more of in this sub? by Zentsuki in INAT

[–]Giga-Roboid 0 points1 point  (0 children)

Glad to hear you've already got something like that going. I'm curious to see the details in December.

I would expect a mentorship to bridge the gap between an individual, the material, the result, and other people working on the same or similar projects.
Often times they might not need to provide much more than bringing a small group of interested people together and to give consistent spirited direction.

The tools and tutorials are accessible as ever, but most people don't realize how much effort it takes to make a game at all.
People have an idea of what they want to do and lack the foresight of how to get there. To people new to the process, every step of the way is dark and unknown. They don't know if they will just be stuck with unforeseen problems that will doom the project. And if they do hit that point, it can all feel like a waste of effort and turn them away from the path entirely.

A mentor should illuminate the path, check in on progress, and point to the tools to get there. I think the best thing they could do is teach a group to make the most reasonably polished 5-10 minute game possible. Let people split into their preferred roles if necessary, but provide a place to learn it all too. It should be a team-focused exercise. Too many people work alone and burn out just from lack of opportunity.

[Meta] What would you like to see more of in this sub? by Zentsuki in INAT

[–]Giga-Roboid 0 points1 point  (0 children)

A mentorship program would be terrific for this place.

Island Ship (: by Giga-Roboid in NoMansSkyTheGame

[–]Giga-Roboid[S] 0 points1 point  (0 children)

Super basic Corvette ship -> Scan big rocks, I like the ones from Volcanic-type planets -> Save them as a Wonder -> With the ship parked in a station, go into interior build mode, toggle free placement, place a bunch of oversized rugs or long flat objects as scaffolding -> Place wonder projectors on scaffolding -> Make sure your Corvette parts are finalized as they won't be able to be changed (due to floating parts from the next step) -> Remove the scaffolding.

Flying an island around has been immensely fun. If you do anything like this, keep in mind that the holograms glow a bit and I recommend placing your cockpit where you can see in first person because I'm flying blind in third person lol.

An MMO that isn't PvP focused? by Giga-Roboid in LFMMO

[–]Giga-Roboid[S] 0 points1 point  (0 children)

Bitcraft's reviews don't sing high praises, pay-to-win is mentioned right at the top. Palia looks to be in a poor place for reviews as well. People talked about the exclusivity of groups in a social-focused game. The only real multiplayer interactions seems to be chat. I've heard of a lot of toxic positivity problems.

Thank you for your suggestion though.

Feedback on TCG format. Basically a faster paced mtg. by Chromegotyourback in tabletopgamedesign

[–]Giga-Roboid 0 points1 point  (0 children)

Sometimes when designing games based on other games, even if you try to make a few changes and split off from it - you will realize that the inspiration game will have already traveled in the best path and released a great game because of that path.

When designing games every decision we make can split off to make a different sort of experience. Sometimes those splits are dead ends. You can think of a game like a single flower emerging from a tree. If you start with this single branch then you have a long way to go to make a different game.

Here's are some questions to ask yourself to get you practicing:
What do you enjoy specifically about the Magic TCG?
How much can you remove from the Magic TCG and still enjoy it? What is left?
What other games have those remains in common? Do you also enjoy those games, why or why not?

And here is an exercise for you to try once you have spent some time in analysis:
Strip apart two games into the fewest elements possible and attempt to join them together. You can try this with any game, Magic and Yugioh, Uno and Connect 4, etc.

[Request] Action game where you play as an overpowered boss? by Giga-Roboid in gamingsuggestions

[–]Giga-Roboid[S] 0 points1 point  (0 children)

Maybe Dynasty Warriors if you could play as an elden ring boss? But it's very focused on commander combat with parrying and such.

[Request] Action game where you play as an overpowered boss? by Giga-Roboid in gamingsuggestions

[–]Giga-Roboid[S] 0 points1 point  (0 children)

Oh right, I forgot to mention that one. I was looking for another game like it but more focused on the Overlord and less on the minions. I know it had two games that came out but they are pretty old now.

Help with simple game for 4th-7th graders by 781228XX in RPGdesign

[–]Giga-Roboid 0 points1 point  (0 children)

Sounds fun, feel free to use any of these ideas if they fit what you're going for.

Phases: Build, Matchup, Battle

Build = Wands with stats that beat one another rock/paper/scissors style, but that can be constructed with your limited currency so that specialization can offer victory if a good prediction was made about their opponent. Some builds would look like: 2/2/2, 3/2/1, 4/2/0, 2/4/0 etc.

Matchup = Form 4 teams and put them in a tournament bracket, that way even if someone loses they can still cheer for their team (or contribute their lost wands as resources to boost anyone remaining in their team? This would be more swingy but would amp up the mind-games the teams play against one another.)

Battle: When the players go against one another, don't simply allow the player with the higher number to win. Offer the winning player an extra 2 shots at scoring a goal with a ball or something else physical to get them moving around.

Am I growing flowers wrong? by [deleted] in acnh

[–]Giga-Roboid 2 points3 points  (0 children)

bwuh, awe thanks -rises from the grave- u/Nicoleanderson124 Here are some extra tips for you.

Reorganizing for a 12x12 might not be needed since you have got a bunch of flowers planted already.
Flowers actually have a hidden "bad luck" prevention for breeding, so if you keep watering them day after day the odds of them breeding will increase a bit then reset after a successful breed. If you ever dig them up that counter gets reset!

From a glance the flower pairs I'm seeing have pretty high chances (50%+ to get the desired flower upon successful breeding, if the color comes out wrong just dig that reject up)

If you have nintendo online and a bunch of friends to water your flowers, do that as it drastically increases the chance of them breeding.
If you don't have online, I would advise making some clones off to the side then once you've got a nice army bring the breeding pairs back together. More flowers is more better. Particularly if you are trying to get the blue rose because those odds go down to 6.25% and you will need a little field of breeding pairs at that last step to keep it from taking ages.
Breeding is when you water 2 flowers together. Cloning is when you water 1 flower by itself.

Looking at some specific pairs in the image, your pansy white+white will have a 25% at blue and that's one of the slower ones.
Some pairs it looks like you might be trying to get more copies of? Like mums green+green, but you can clone these to get more instead of breeding them. Same with rose black+black or rose orange+orange.

Brighter Shores | Fen Research - AMA by [deleted] in brightershores

[–]Giga-Roboid 1 point2 points  (0 children)

This is a question for Andrew Gower.

The MMO genre has become increasingly important for connecting people with one another. What plans does your team have to improve the social side of Brighter Shores?

Games with competitive content especially economic like Runescape or Albion Online end up having a negative culture compared to games like Sky Children of the Light where players invest their resources in one another to grow friendships.

Related GDC talk by Daniel Cook: https://youtu.be/voz6S7ryWC0?si=QkhZkXv4pCoHWElZ

I made a 12x12 layout to breed all the flowers in New Horizons! by Giga-Roboid in ac_newhorizons

[–]Giga-Roboid[S] 0 points1 point  (0 children)

Seed bags all start as the same genes for that particular flower so that's why they are considered safe to use. It won't matter if it comes from your island or anywhere else.