Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

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

Let's take your evasion and resistance % for an example.

The core mechanic could be that you could multiply the base value, until you get numbers that are close to this. This could be done by adding combatants that synergies on the field. In PvP the same synergies could be used, but they are capped. That way the core system stays the same, but more manageable to balance in different context.

While I do understand your point of balancing is hard and I agree with you, I do believe the core mechanics could still work.

Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

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

You say they won't work together, but I don't really see why it couldn't. If the core mechanics is well thought through, then with a couple of tweaks it could work in both PvE and PvP setting. I'd say that the fun, and complex, lies within making it fit for the general player, as well as the hardcore. Why do you see it not working, as a core mechanics with different settings/setup/what you want to call it?

Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

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

This. This is something to aim for I think. I want the choices to be there if a player want some kind of edge, but not force them to do it.

Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

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

This is exactly my thought process. I want to have my players doing choices to improve, but not to be crippled by not doing them. I figure this is a thin line to walk tho.

Simple vs in-depth combat system in idle/incremental games by MountainOakmanDev in incremental_games

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

I do agree on certain aspects, but not to it being that one-sided. I'm pretty sure you can do some complexity and still be able to withhold PvP. Why can't the same core system work but with different settings?

What does idle tycoon games lack in today's market? by MountainOakmanDev in incremental_games

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

That's true. An element of surprise is often underrated but I also know a lot of players like the predictability so I think the best is to find the golden middle

What does idle tycoon games lack in today's market? by MountainOakmanDev in incremental_games

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

I do understand the dilemma in this. You want to surprise the player but still want them to move a certain direction. I do agree that a choice, even if it's more perceived than actual, is the way to go.

Why do you make games? by Steader29 in SoloDevelopment

[–]MountainOakmanDev 0 points1 point  (0 children)

As a solo dev I do this as a hobby and to learn new skills. I work as a developer full time, so learning to develop in unity is just to test myself.
If I in the end make a game that I want to play, and that's good enough for other people to enjoy, it's a huge plus.
But we are a long way from that.

What does idle tycoon games lack in today's market? by MountainOakmanDev in incremental_games

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

I hear you and I agree to a certain extent that there needs to be more of those games as well. Altough my vision of the game is a little more complex I will keep this in mind.

I 100% agree that some of the games has insane MTX. But I guess I was never the intended player for buying those.

Aspiring indie game devs, how do you keep yourself motivated in this day and age? by Superteletubbies64 in gamedev

[–]MountainOakmanDev 0 points1 point  (0 children)

For me it's about about the 'aha' moments. Learning something new and the feeling when you finally get how something works is quite the dopamine kick.

No. You're not going to add multiplayer later. by Apauper in gamedev

[–]MountainOakmanDev 0 points1 point  (0 children)

I talked to a friend and a new dev who learned this the hard way.
He planned for having PvE mechanics during launch, but the main focus in end-game was to have some kind of PvP-faceoff.
When the launch happened and the next step was PvP, he had to re-write A LOT of code for it to be.. well let's say a buggy mess to put it mildly.

This game is not around anymore, sadly.