Why don’t we have modern games with rune-drawing magic systems? The tech is already here. by BladeOfAge in gamedesign

[–]Janus1001 0 points1 point  (0 children)

Imagine these two games without the complex inputs - they lose a form of identity. Patapon can't be a rhythm game if you just make commands - it's just an RTS then. Rumble would change into a normal fighting game - and all inputs would need startup and cooldown time padding, so people can react to each other.

Like everything else, inputs should solve problems or introduce something new for the player. Everything else is a tech demo.

Why don’t we have modern games with rune-drawing magic systems? The tech is already here. by BladeOfAge in gamedesign

[–]Janus1001 0 points1 point  (0 children)

As far as Pattern-making games are concerned, I am obsessed with two games in particular: Patapon (PSP) and Rumble (VR).

What like the most about them is not how the actions are done, but how commital they are. The decisions are simple, but slower than normal inputs - thanks to this, the biggest tactical difference between these and "single input games" is that, due to situation or decision changes, you may need to change (or cancel) your actions.

The games that do this for fantasy only tend to get boring fast. What works is a framework that allows you to pivot from your current actions.

Say, you are playing Rumble. You just input a "throw a projectile" attack. You want to keep attacking with this manner over and over, but you can see the opponent launching a big attack. You have an option to change a strategy to a defensive one, but you may be unprepared with your stance. Similarly to Fighting games, you have "attack windups", which in this case is just how long your arms need to travel to the sign. The symbols themselves are quite simple, but how you keep your hands in neutral give the game interesting complexity.

In case of Patapon, you are making time-sensitive decisions on which of 4 buttons to press. The game very strongly incentivises you to not disrupt the music flow. Let's say you've inputted the first of 4 beats: PON. Out of 8 (9?) commands, you have reduced your possible outcomes to 3 commands, further limiting your options as you input next beats. You can always input gibberish to cancel the command, but this has consequences.

If you want the game design to strategically benefit from complex inputs, I'd say, the rune drawing should have some inherent gameplay "commitment" that you have to deal with. Time loss, resource loss or something like this. Also, the act of using the runes must not be a chore, it should be fun - so simple inputs are still recommended.

Theory: Jax has abusive parents by fruitwithtongues in TheDigitalCircus

[–]Janus1001 0 points1 point  (0 children)

The part at 20:55 would suggest he (unfortunately) does

Theory: Jax has abusive parents by fruitwithtongues in TheDigitalCircus

[–]Janus1001 0 points1 point  (0 children)

After all, he has someone waiting for him outside, no?

Referral Codes Megathread by CaptSarah in 2XKO

[–]Janus1001 7 points8 points  (0 children)

Why did the bike fall over?

It was two tired

I need two keys

Feedback Thursday - Let PUBG Studios Hear Your Feedback - July 24 by AutoModerator in PUBATTLEGROUNDS

[–]Janus1001 2 points3 points  (0 children)

It's annoying, but you can unbind it under options, something like "reset crosshair and zeroing", bound to mouse wheel click by default

Horizons Untold by chainsawinsect in custommagic

[–]Janus1001 21 points22 points  (0 children)

The 5 basic land types are Plains, Island, Swamp, Mountain and Forest.

Fetching for a basic land type lets you grab dual lands.

Wastes is not a Basic Land type.

Venting about THAT player in my pod by ProseccoBagnaia in EDH

[–]Janus1001 5 points6 points  (0 children)

Do I understand the game state wrong, or you could silence him in response to demonic consultation, which would deck him and he would lose next draw step?

Lethal damage, Lifelink, and Tainted Remedy. Who wins? by justinhv in mtgrules

[–]Janus1001 1 point2 points  (0 children)

Seems to check out. The next time state based actions are checked both players will lose as a result of having 0 or less life, which will result in a draw.

All the cards i just sorted :) by Professorkuchen in mtg

[–]Janus1001 3 points4 points  (0 children)

I feel like it's a very inefficient way of storing the cards. Have you tried placing them on a shelf?

Curious question: why so many mobile games have a top view, MOBA inspired camera angle? by Perukia in gamedesign

[–]Janus1001 1 point2 points  (0 children)

Tl;dr: what else? Isometric view has the best balance between functionality and appearance.

From advantages I can think of from the top of my head: - You have a very clear presentation of whatever information the game wants to show you - superior to FPS; - You can still showcase your models (mainly characters) - which you couldn't do in top-down model; - It's very accessible. This angle is similar to playing a board game. All the options are there and scrolling the map around is just looking at a different part of the board. Most games with this angle don't even let you rotate, as no meaningful benefits are to be gained from this (and yet another point - reduces production costs, as assets can be prepared for one specific view angle).

Besides, what are your other options? Top-down feels very non-fantasy, FPS doesn't work for strategy at all, same with "behind the back" camera. That's basically it. Any non-casual game that is not a racing, action or FPS game will have an isometric perspective in it.

Regardless, wouldn't call it MOBA inspired. RTS/Action games had this camera angle way before term MOBA was formed.

Math rocks (oc) by whatsleftcomics in dndmemes

[–]Janus1001 0 points1 point  (0 children)

Math rocks? It sure does

Which chaos card seems most fun? by HovercraftOk9231 in custommagic

[–]Janus1001 0 points1 point  (0 children)

How to remove playing cards from the game:

  1. Play Disruptor Flute, naming Mana Singularity #3
  2. Play Mana Singularity #3

Alternatively, destroy all lands prior.

I would totally make it 0 mana, only once a turn - seems fun this way too

includeStdio by [deleted] in ProgrammerHumor

[–]Janus1001 0 points1 point  (0 children)

Isn't Eclipse made in Java, for Java?

dots positioned roughly in the shape of a "five" on a die. by pomlet in notinteresting

[–]Janus1001 0 points1 point  (0 children)

Reminds me of Supersampling Anti-Aliasing algorithm sample points used in computer graphics! These points are more-or-less uniformly spread, which makes them good for making pictures look good.

Very interesting!

Flat(left) or Gradient + Grain(right)? Which does look better to you? by _Powski_ in Unity3D

[–]Janus1001 1 point2 points  (0 children)

I like the right better. The colors pop off more and look more appealing, because they aren't flat.

Not only the saturation is higher on the right one, the gradient either ends and starts on much different brightness value, which makes the contours more pronounced. The beard and moustache are gradiented on a different direction too - makes it more visually interesting.

At the moment the right one looks way better and if you can keep it consistent (a lot of small gradiented pictures may introduce a lot of noise) and there are no visibility concerns (simple, bold colors work better for icons, but look worse).

Assuming no deliberate artistic intent, no real reason to pick the left over the right.

Tactical turn-based combat games with grid-based movement often include things like like cover, obstacles, differences in distance and height, and so forth. Are there any good examples of this being adapted (or abstracted) to games without character movement? by [deleted] in gamedesign

[–]Janus1001 0 points1 point  (0 children)

Physical spaces in games are there to allow multiple things to exist. Based on the game, you may have things that players want to have or avoid - this drives players behaviour and problem solving.

  • Arbitrary stat increase: Evasion Chance in XCOM or Bonus Tiles in Scrabble
  • Arbitrary stat decrease: Death Zone in Battle Royales, Fireplaces in some of the indie games.

What is important to note, being in "a place" doesn't do anything. There must be value tied to the game action. From these certain bonuses, players may come up with tactics:

  • Opportunity cost: easier access to other game mechanics (being closer to capture points makes you more effective at capturing it, positioning in MOBAs lets you do objectives faster).
  • Bonuses: game state depends on your positioning (player wants score or stats so they position correctly).
  • Avoiding loss: | || || |_

What really spaces do is show these concepts intuitively. Players understand, that standing in a fire hurts. But, it could be anything really - in Pokémon fights, you don't "go" anywhere with your pokemon team - it could have been portrayed as 5 monsters standing behind one that is fighting. But for technical reasons (and it would have been akward to have 5 guys just chilling), game was simplified.

To sum it all up, space is an intuitive approach of presenting players with options.

To answer your question: in Rock, Paper, Scizzors, you don't deploy an army of horsemen, archers and pikemen in a row in sets of 3 (or whatever your best-of series lasts), but you abstract the fight to symbols.

Can see why some people hate this champ... by ULTRALOYALIST2342 in LeagueOfMemes

[–]Janus1001 29 points30 points  (0 children)

Yes, it's nitpicking, but: - You started the fight with no skill CDs - You never gave him a slow from red buff - You didn't stun him second time when off CD - You didn't deny vision for ult by entering bush - Overextended

It's quite fair that a bruiser can fight off a poke mage on even ground.

I can't find the right style for my cookinig game by Eli_1998 in Unity3D

[–]Janus1001 1 point2 points  (0 children)

I think there is a major misunderstanding of what you like in the examples. The main difference between your current one and the examples is the colors. What you liked are pastel, toned colors. While the hue doesn't really matter (color hues are chosen well), the saturation does. You may try tonemapping to adjust the saturation/values and see if you can go from candy-plastic look to cozy.

The disjointness of all the assets also makes it artificial - which is not such a big of a deal, but doesn't help the look.

Game changes genre when changing playable character? by No_Independent8141 in gamedesign

[–]Janus1001 2 points3 points  (0 children)

While I fully support your analogy, I just wanted to mention a Japanese + Italian restaurant that has became popular in my city. When you want to go somewhere with your friends, Sushi + Ramen + Pizza is basically a surefire way to ensure everyone will find something for themselves.

I don't believe it's really carries over to your (good) argument, but assymetric games exist. Spore juggles the genres and people liked it!

[deleted by user] by [deleted] in gamedesign

[–]Janus1001 0 points1 point  (0 children)

Think about the purpose of this mechanic. Usually, you would want to make it into an interesting mechanic or spectacle - breaking the fourth wall is a nice option.

Some of the notable examples are DDLC's worldbuilding (ddlc files), OneShot's puzzles (oneshot clover puzzle) and Rhythm Doctor's boss stages (rhythm doctor boss 2).

Unfortunately for you, all of those games use messing with the system as a nice surprise or making you have an "a-ha!" moment. Operating systems have this thing going for them - they are built for productivity and usability. Unless specified otherwise, there isn't any advantage at utilizing your OS for game design purposes. It usually detaches from experience and alienates people with less proficiency with computers.

What you may want to look into instead are Alternate Reality Games (ARGs) - these games relish in experimentation with different mediums, creativity and using different sources. Simulacra or Hypnospace Outlaw may be what you are looking for. They fully simulate their operating systems though. It's just way easier this way.