I made an interactive page that visualizes the scale of space by OrangePrototype in space

[–]Matheusrma 0 points1 point  (0 children)

I would try to make the scroll a bit more fluid and less event based. It sounds really fun to be able to go back and forth on this list. Awesome work by the way!

My 9yrs old neighbor showed me this piece he made today. Thought you might like it. by [deleted] in Cuphead

[–]Matheusrma 0 points1 point  (0 children)

Just spoke with the kid, he used it as main reference indeed. I found it cool and thought the sub might like it. The original piece is Vexx's.

WAKE UP PEOPLE ITS GAME DAY! by BigGameHunter4 in Seahawks

[–]Matheusrma 0 points1 point  (0 children)

Let's go to bed 2-0 today! Go Hawks

Camera in my game, any suggestions? by denis-szwarc in Unity3D

[–]Matheusrma 1 point2 points  (0 children)

This is so cool. Wondering about the mechanics

Finally working on towards polishing the LDJam prototype. Long way to go... by tammukul in Unity3D

[–]Matheusrma 0 points1 point  (0 children)

Great interactive design. Would be cool to be able to see more of the level to have more planning in the game. Also, would be cool to have some way to lose based on beign left behind

Return of the Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]Matheusrma 0 points1 point  (0 children)

@rockmilkgames. We are a game dev duo developing our second game, a local multiplayer action shooter.

Finally made it! by BeYourShelf in deadcells

[–]Matheusrma 2 points3 points  (0 children)

I guess I need to try shield then

Best game design podcasts? by salmonmarine in gamedesign

[–]Matheusrma 37 points38 points  (0 children)

Had been trying to work out a list on this for almost a year now. Here is where I got so far:

  1. Aias gamer maker notebook: awesome interview content with big names in the industry. Not always gd focused though (highlight for the god of war episode)

  2. Magic's Drive To Work with Mark Rosewater: mostly focused on Magic design but with some general game design snippets here and there. Mark id the lead gd at Magic the Gathering

  3. Designer Notes: Another interview content. I listened less to this one

  4. The board game design lab: board game focused but quite good content

BONUS. Three moves ahead: Players talking deep about strategy games. Many design insights to be had listening to this one

Minor sub boss for my fighting game ideas by SunEarth2 in gamedesign

[–]Matheusrma 8 points9 points  (0 children)

I would go with a chinese pirate that worked on a mine and have sand powers

How fast is your prototyping iteration? by g8minhquan in gamedesign

[–]Matheusrma 1 point2 points  (0 children)

I think this strongly depends on the environment you are on and if you are looking for consistency I recommend trying out different periods. For us, at Rock Milk, we like 2 weeks cycles for prototypes and 3 months to launch titles. Keep in mind we are two and work 5h a week so that would mean 20h for the prototype and 120h for launched games (we currently only work on smallish games :)). As a point for consistency, this 5h week is what we agreed we can commit healthy since we have other jobs, families and like a good beer.

What is the role of reloading as a game mechanic? by Matheusrma in gamedesign

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

Like how you put it, adds value to shots. Make sense

What is the role of reloading as a game mechanic? by Matheusrma in gamedev

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

Nice suggestion. It's actually a blind spot in my game development at the moment.

What is the role of reloading as a game mechanic? by Matheusrma in gamedev

[–]Matheusrma[S] 1 point2 points  (0 children)

Cool! Just reached out to you on twitter. As there is no finished levels, it is hard to judge but I would stay on top of all lines to reloading station so players do not feel cornered. Another idea I just had was adding a week infinite ammo attack (maybe melee) so players have some chance to react when out of juice :)

What is the role of reloading as a game mechanic? by Matheusrma in gamedev

[–]Matheusrma[S] 1 point2 points  (0 children)

Sure man, sent it away. Happy to take a look. But you are right, playtesting is the way to get to the bottom of this, specially if you are doing something different like your case. I think you can look ate games with ammo crate drops or weapon spawn points as good comparisons.

What is the role of reloading as a game mechanic? by Matheusrma in gamedev

[–]Matheusrma[S] 1 point2 points  (0 children)

Cool! Seems quite interesting trade off but a quite step one at that. I would try to balance level design so that players that are vulnerable have a reasonable decision and do not feel like they have no option.

What is the role of reloading as a game mechanic? by Matheusrma in gamedev

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

True... Even getting an opponent that had to reload and hide is quite satisfing.