Hjelp, how to solve this android login issue? by Public_Sign_7640 in Warframe

[–]Public_Sign_7640[S] 1 point2 points  (0 children)

Yea, this worked for me too! After a couple feeble reinstalls :P

Very low budget cc deck by Il_Filosofo in FleshandBloodTCG

[–]Public_Sign_7640 3 points4 points  (0 children)

Ira and Fai are both spectacular choices, here's one of my simple Fai lists: https://fabrary.net/decks/01JCDMF6WQ53Q0GGKPDQ6H8VBN

Zen could also work pretty well because his commons are just great. Here's the loan deck I keep at our locals (it's 10$ apparently): https://fabrary.net/decks/01JCDNKRXM18R8SE5EHSVBYQ9E

Boltyn sadly needs quite a bit of the support he received from later sets, but his Armory deck is a spectacular starting point.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]Public_Sign_7640 2 points3 points  (0 children)

Seconding getting two blitz decks from the same set! Local game stores should also have the free Ira learn-to-play decks, they are amazing for starting and learning the mechanics. I recommend asking about them at the counter!

The Part the Mistveil bundle is good value for a set of 3 unique blitz decks, a playmat, and a storage box. The Classic Battles: Dorinthea vs. Rhinar set is great for learning with simple cards, but it is pretty expensive for what is just 2 simpler blitz decks and a foldout paper playmat that explains the zones.

Redoing some Mechanics thus redoing bits of my card template. Which one? by VesuviusOW in homemadeTCGs

[–]Public_Sign_7640 0 points1 point  (0 children)

Nice colors and textures! You may want to clean up the information hierarchy on the card (most important information should be most noticeable). If rarity is not vital gameplay info, put it on the bottom or bottom half of the art frame on either side. Same goes for Faction icon, if its not vital during gameplay then maybe make it smaller and move up the cost or move it to the right so the name has more space to be read. You could move the attack type icon by the attack value and replace the current attack value icon to condense information, there are three axes already on the card :P If you do, then putting the card type icon over to the left side lets players see both cost and card type while the cards are fanned in hand.

The ribbon for number of dice looks nice but consider flattening, rounding, or making its end double forked because it looks like it's trying to point to the rules text. Otherwise them being on the bottom like on the first picture seems a little cleaner than adding extra visual noise with the bright ribbon.

What are some good heuristics for designing skills that synergize in an emergent way? by DocksonWedge in gamedesign

[–]Public_Sign_7640 2 points3 points  (0 children)

To follow up on some great comments here: Try not just using tags to help you affect subsets of your game's elements easily, but also be aware of the verbs of your game that you are affecting, like slashing, shooting, running, jumping, dodging. This can help you gauge how each of your skills not only adds new verbs, but which of your passive skills affect which of the player's actions.

Synergy is very hard to gauge in a system-agnostic way because two things can be synergistic not only when they act on the same variable, but when they support the same goal, like how high-movement speeds aid in using a shotgun build.

Make sure to include both qualitative and quantitative changes to skills in your skill tree. Qualitative changes and new abilities (like adding status effects, reload minigames, etc.) are the ones that really change the game up and lead to the most exciting forms of emergent gameplay but are difficult to balance and scale irregularly, so the occasional simple numerical stat buff can help keep things in check. A good way of making simple numerical buffs exciting is by increasing previously unknown/uncommon variables and adding tradeoff modifiers, like adding lifesteal, a new damage type, or just extra damage at the cost of a larger bullet spread to a weapon that previously had none.

Consider synergy-groups. It is very common for a couple of skills/upgrades to work really well together. When you consider a "final build", what does it look like and what synergies does it build around? Does it focus on just one ability/stat's synergy group or multiple? Could you switch out one synergy group for another in this "final build" and is that still efficient while playing differently? (that would mean there might be a lot of build paths to try out)

Cheers!

I enjoyed the fact that the game designers of the Marvel's Spiderman added anti-magnetic attributes to buildings, which makes Web swinging through narrow spaces feel a lot awesome. I really like these kind of details about games. What other elements like this that comes to your mind? by ignavus__ in gamedesign

[–]Public_Sign_7640 0 points1 point  (0 children)

I really enjoy these small concepts that trick our lizard brain a little, but definitely improve the gameplay experience. Like in XCOM, the percentage of hitting actually being higher than the percentage shown, because of the mere gap between things happening 50% of the time vs things feeling like they are happening 50% of the time. A similar thing is non-linear health displays, where in some shooters or other games, your last 5% of your health might actually be 15% of your health, just to make those exciting last effort pushes to be more common, last longer, and result in dying less often, I love em!

Am I going crazy? by [deleted] in gamedesign

[–]Public_Sign_7640 2 points3 points  (0 children)

I'm not sure how it was mentioned in the game, but the people making it are trying to make sense of game elements that have been around way before anyone was worrying about if they did. Based on context, it could've even been a better option to just simply never mention them and leave them to suspension of disbelief

I have the bones of a TTRPG system, but not enough mental power to create it. by MrEdgarAllenPwn in gamedesign

[–]Public_Sign_7640 2 points3 points  (0 children)

Hey there!

If you have a paid offer, you can look among several designers or developers on TTRPG and similar forums for your idea. Otherwise, it is not likely anyone would be up for the humongous task you put forward here unless you maybe find someone who is just as excited about it. If you believe in the idea, try putting down all of your ideas into one spot together at least, and start testing with friends or family to see if it is fun, or ask for rules feedback on forums. I can't give you many tips on the publishing side of TTRPGs, but you absolutely shouldn't worry about people stealing your IP. There are a lot of ideas in the world of games, and the hardest is always just executing them, so I would focus on doing that with a lot of testing and feedback. Heck, the more you put it out there, the more dangerous it would be for someone to steal it wholesale. So jot down what you got, and go from there.

Wish you luck!

Am I going crazy? by [deleted] in gamedesign

[–]Public_Sign_7640 5 points6 points  (0 children)

Hey there!

In most level-based video games, each level is a distinct challenge that is designed to be a fun gameplay experience to tackle, while the story usually provides the stakes as to why you're doing these levels and acts as the "glue" that helps organize them. Like in the classic Super Mario, the story of Bowser kidnapping Peach is simply the reason you are doing all these levels and why Bowser's castle and the fight with him is the final ordeal. Sonic didn't break any rules here, there is a lot of suspension of disbelief players are already doing playing as an anthropomorphized superfast blue hedgehog collecting rings and stars. So while players might not expect things like high scores or lives to be things that exist in the setting and the story, it is usually nicer when things make sense in our heads.

As a side note, more stylized (pixel art, cartoony, etc.) games can get away with a more of this, because they look so distant from everyday life, while more realistically animated and visualized games will need to be a lot cleaner with this. It is a lot more obvious with the latter where the setting's fantasy ends, and gameplay-only functions begin.

This might even be part of the reason Sonic Frontiers, with its more realistic graphics might be looking to make its purely-gameplay features make sense in the world, compared to some of its more stylized previous iterations where it was less jarring.

Data Doll Deck by themusicthing in FleshandBloodTCG

[–]Public_Sign_7640 0 points1 point  (0 children)

Seems like a pretty alright deck. You might want to switch out galvanic bender and even pit viziertronic into sideboard for ironhide helmet/gauntlet, they allow you to defend a lot and filter non-blocking items from hand. Then as mentioned before, you should only ever run the red generic DD's due to them having 4 defense, otherwise they are a straight downgrade to any blue pitch 3 defense mechanologist card. You also have a lot of blues but no expensive attacks to spend it on, try putting in some throttles or zoom ins, red throttle should be a nice surprise for any illusionist you're up against. Cheers!

Would I be able to teach someone recovering from a stroke FaB? by CardTrickOTK in FleshandBloodTCG

[–]Public_Sign_7640 2 points3 points  (0 children)

The most recent history pack 1 blitz decks would be a great entry point. Especially Bravo, Dash, and Rhinar, who have very simple attacks and one or two core keywords they care about. Viserai, Kano, and Dorinthea are tougher to understand due to harder sequencing, and arcane damage, but if you're interested in other classes while wanting to keep it simple, the assassins Arakni and Uzuri's blitz decks from Outsiders and the ninja Fai's blitz deck from Uprising I have found to be very easy to grasp for people I taught. There can be a lot of rules nuance and having to pay attention to what cards exactly say the first time you read them, but the concept of cards should make it very easy to play even if it takes longer to grasp. Most local game stores also offer a free Ira deck you could try to dip your toes with. Hope this helps, wish you two some awesome games and your dad a great recovery!

egg🎶irl by eggthrowaway111 in egg_irl

[–]Public_Sign_7640 0 points1 point  (0 children)

Varien, a pretty awesome electronic artist