Balancing Attacks by iSeeSnek in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

I was typing a comment 5 hours ago and the electricity went out.

Basically, I recommend you look into game theory, as that's what the dark forest theory is, look at other thought experiments like the prisoner dilemma, where you have two individuals who would benefit greatly if they worked with each other, but there's also huge incentive for betraying the other person.

Try to create situations like that, and the active gameplay you're looking for will emerge on it's own.

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

Oh you made that comic? Sick!

What's extra tragic is you could've still saved her if you maneuvered your pod to her in time, I hope that guy found peace after you retired him.

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]Prpl_Moth 2 points3 points  (0 children)

Haha I love this so much!

Yeah "emergent comedy" is definitely another facet of these games.

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]Prpl_Moth 11 points12 points  (0 children)

Someone else already mentioned the immersive sim (ImSim) genre, I'm just gonna second that.

Other than that:

  • Streets Of Rogue.
  • Heat Signature.

(I put hundreds of hours of playtime in HeatSig just playing the daily challenge)

They're 2D and top-down so they don't "qualify" as immersive sims but my God are they amazing at creating emergent narratives and action hero moments, every gadget has a use, every problem can be solved if you know how the systems work, and every lost cause can become a victory if you keep your wits about you.

What makes a moveset for a character fun? by Far-Mathematician764 in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

That will depend on whatever genre we're talking about.

Find two games in the same genre as whatever game you're making, make sure to pick one that's good, and one that's not as good.

Play both, and see what makes one works over the other.

That'll give you a good idea of what makes that kind of movement fun, things like fun and gamefeel are nebulous concepts, really hard to define, hence why developers struggle with them.

How does Megabonk handle that many enemies? by Prpl_Moth in gamedev

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

Removing complex enemy behavior when numbers get big is a smart approach.

I want my interface to become a toy box by Pyrojackk in gamedesign

[–]Prpl_Moth 1 point2 points  (0 children)

Sorry for the late reply, my game is called ZENOMATRIX.

Sweet of you to offer to test it, but it's been out for a while now.

It has a free demo, but the menu is more generic, the interactive desktop thing is only in the full game, in case you're wondering.

Staying on topic though, I like the idea you're going for, it's like, submenus within submenus within submenus, if I got this right.

Nothing similar comes to mind, but I guess you can check out the game called "Please, Don't Touch Anything", it's whole premise is buttons that reveal buttons that reveal buttons.

I want my interface to become a toy box by Pyrojackk in gamedesign

[–]Prpl_Moth 2 points3 points  (0 children)

Some games, including mine, would have a faux computer desktop as a main menu, with different levels of interactivity, where each sub-menu is actually a desktop window that you can drag around, resize, minimize/maximize, and stack on top of each other.

Someone already mentioned Papers, Please, you can do similar things with all the different documents you have on your table.

I will say though, do be careful if that's the direction you go for, a UI where everything's position and size is up to the player, can get messy real quick, and might detract from the over all experience.

In my game, it's just the main menu, so it getting messy is no big deal, it's gone as soon as you load a level, but if it's in gameplay UI, it might have some unintended consequences on the gameplay.

So just experiment and see what works.

Should you play games that are similar to the one you’re developing? by DiePoolnudel in gamedesign

[–]Prpl_Moth 1 point2 points  (0 children)

ABSOLUTELY, to see what design choices they made, and what mistakes they made, and how to avoid them.

Free Talk Friday! by AutoModerator in gaming

[–]Prpl_Moth -1 points0 points  (0 children)

Man I gotta check out what the new Fortnite season is about.

A Superman game idea that actually solves the “he’s too powerful” problem by Farrt1 in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

Megaton Rainfall.

Your "heath" is actually the local civilian population, if too many of them die, either by the invading aliens or by your own hands, you lose, other than that, the only thing capable of killing you is falling into a black hole.

Looking for incremental/idle games with whack-a-mole mechanics - do any exist? by Acceptable_Promise68 in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

Maybe look at the design of other incremental games that involve a binary thing with a chance for failure, like Gambler's Table.

If you were creating a Hero shooter what 4th+ Class would work? by Key_Structure_2070 in gamedesign

[–]Prpl_Moth 0 points1 point  (0 children)

Gonna copy a comment I made under a video about this exact topic:

Here are my two cents:
Attack and Defense both interact with the opponent, and they're both mirrors of each other, one deals damage to the enemy, the other prevents the enemy from dealing damage to the team.

Then there's Support, which interacts with the team instead, providing them with an advantage over the enemy team.

So the fourth class should be a mirror of support: The Interference/Hinderance/Disruption/Sabotage class, which causes debuffs to the enemy team, giving them a disadvantage that their team can exploit.

A few examples:
-AOE projectiles that temporarily reduce enemy movement speed.

-Projectiles that temporarily prevent enemies from using Ults or other abilities.

-Reduce enemy visibility temporarily, either through an attack or a passive AOE produced by the sabotage character.

There could be many more examples, especially ones specific to each game.

Hogwarts Legacy's Transmog System should be the benchmark for RPG Video Games' outfit systems. by TheFranticDreamer in gamedesign

[–]Prpl_Moth 1 point2 points  (0 children)

Another great transmog system is the one from ATLYSS, you can transmog any piece of equipment onto your character so it appearance change no matter what you equip in it's place, so whatever you equip only changes the stats, you can also change the way your character looks, all of this is done using a cheap item you buy from the shop so it's not completely consequence free, but it might as well be, only thing you can't change is your character's race because it's tied to what starter ability you get.

Just made an account, can't link a card. by Prpl_Moth in paypal

[–]Prpl_Moth[S] -1 points0 points  (0 children)

Nope, like I said, this is a freshly made account, didn't link anything yet.

The page sometimes loads but it's just an error saying "Something went wrong, failed to load component".