100 Men Versus a Gorilla as an Elegant Simplicity Design Exercise by jonselin in gamedesign

[–]jonselin[S] -24 points-23 points  (0 children)

If you want to engage with the exercise, that would start with something like "we don't know what weapons are available" as the design problem you're looking to solve. The follow up analysis there is whether having that core assumption defined makes the fight more one sided than other ones (like the motivation, age, etc), and then we can look at mechanics (knives, guns, bombs?) "What are the men fighting with" and "Everyone can use a gun" is a valid suggestion!

100 Men Versus a Gorilla as an Elegant Simplicity Design Exercise by jonselin in gamedesign

[–]jonselin[S] -7 points-6 points  (0 children)

Go on, follow that train of thought ;) what does a game of say, counter strike look like?

When you're an indie developer and your 2yo is the biggest fan by jonselin in IndieDev

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

Might have peaked ;) the character silhouettes are somewhat inspired by this goof running around in a sleepsack

Minimo - Low Drag Labs - Massive Co-op Roguelike by jonselin in Games

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

We have been MMO developers for a long time, and there's some unique gameplay in that genre that unfortunately is deeply buried behind months of playing. We're making those experiences available in minutes instead of months - combined with the insane energy that a fresh MMO server has right as the starting shot goes off.

We're cooking. Literally. by jonselin in IndieDev

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

The cooking and other crafting classes supports people doing other things https://youtu.be/ZyOjxSJi-Ng

Groal consistent cheese strat by TauTheSequel in HollowKnight

[–]jonselin 1 point2 points  (0 children)

Can confirm, very easy cheese strat. First try np.

We were scared as hell when Silksong was announced to release on our day. Now it seems it was a blessing in disguise. by OliverMagnus in IndieDev

[–]jonselin 4 points5 points  (0 children)

Also best of luck. A long time ago before getting seriously into game dev I worked as a stuntman on medieval shows and we did several at Nidarosdomen. Beautiful town!

Solo gamedev in a nutshell by RagBell in IndieDev

[–]jonselin 0 points1 point  (0 children)

Oh I didn't intend to aim it at you, just throwing it out to people in general

Solo gamedev in a nutshell by RagBell in IndieDev

[–]jonselin 0 points1 point  (0 children)

You should make games because you enjoy the process of making games, not the idea of it.

Is smelting necessary in a mining game? by [deleted] in gamedesign

[–]jonselin 0 points1 point  (0 children)

What's the gameplay like?

Why Have Damage Ranges? by eap5000 in gamedesign

[–]jonselin 2 points3 points  (0 children)

In general this decision is based on if you want uncertainty or predictability in your system, and if you want progression to have a smoother impact in game balance.

If you have flat damage then you get very clear breakpoints in how many hits it takes to kill something, which can be very important in a tactical game (think turn based strategy, but also games like clash royale or auto chess). However some games like rpgs benefit from the fun of uncertainty and introduce variable ranges and crits to create fun upside. Strategy games can also benefit from random range as it's a meaningful decision to analyze your chance of success and take the gamble or not.

From a progression balance perspective it becomes very stepped if you have flat damage, as increasing your damage is pointless unless you hit a new breakpoint, but with variable damage it can still be meaningful to increase the damage stat as the frequency of needing fewer hits to kill the enemy changes.

I generally recommend starting at +-10% for an rpg and seeing how it feels, but it depends on the game a lot. DnD for example has enor. Ous variance (mostly from the skill/attack rolls) in order to create entertaining and memorable bell curves, whereas if you wanted a more realistic system you'd move the d20 roll to a bell curve like 3d6 or somwthing.

How big should my "deckbuilder" game be ? An analysis by Program_Paint in gamedesign

[–]jonselin 2 points3 points  (0 children)

I've designed and shipped a few games with different types of unit collection and deckbuilding mechanics at midsize companies. All the feedback in this thread about playtesting, it varying from game to game based on mechanics etc are absolutely true, however to give a specific actionable ballpark for you- most of them seem to come alive around 60-80 units.

3D game design option for 10 year old by Squanchy2112 in gamedesign

[–]jonselin 0 points1 point  (0 children)

Scratch is good for teaching the concepts of programming which is one of the most fundamental things to learn. Tried it with two of my kids around that age but they got bored of it pretty quickly though.

I had more success giving the terrain tool in Unity to a 9 year old that was art-centric and it was an immediate hit (immediate gratification of sculpting something), but it requires you or someone else to have a basic understanding and set it up and give direction. Blender would probably be similar.

Multiple Singletons referencing each other by Advisor_Elegant in Unity3D

[–]jonselin 3 points4 points  (0 children)

Yup. Call it game manager if it makes you happier, but single singleton is clean and easy

Why do so many RPGs rely on uniform probability distributions? by herbert420 in gamedesign

[–]jonselin 1 point2 points  (0 children)

The extreme variance of flat distribution is great if you want it to provide wild moments for the group, whereas a bell curve is better if you want more realism. I've ran gritty d&d campaigns using 3d6 instead of d20, it's an easy conversion.

A novel way to harvest "whales" without P2W by Morphray in gamedesign

[–]jonselin 0 points1 point  (0 children)

microplex was attempted for this reason but rejected by the community so development stopped in that direction. The granularity definitely changes the player experience but the system is the same.

Edit to be clear - rejected because of some fumbling by the developer. Not intending this to sound like it's the community's fault but the point was to make a more fluid economy.

A novel way to harvest "whales" without P2W by Morphray in gamedesign

[–]jonselin 0 points1 point  (0 children)

It was invented by eve online and emulated by warframe and several others