dirksonguer + combat 4
Update on the Next Step | Elder Game
11 weeks ago by DirkSonguer
I’ve had nagging doubts because the MMO isn’t where I want it to be. It doesn’t feel quite “there.” You know the secret sauce that would take it from being a wacky EQ1-era game into its own unique thing? There’s not enough of that sauce.
If I was making this game the normal way you make games, what I would focus on now is combat innovation. I’ve got pretty typical classic MMO combat at the moment.
gamedesign
mmog
combat
z3
If I was making this game the normal way you make games, what I would focus on now is combat innovation. I’ve got pretty typical classic MMO combat at the moment.
11 weeks ago by DirkSonguer
What Makes Combat Fun: Tips From A Combat Designer « #AltDevBlogADay
september 2011 by DirkSonguer
I have covered a lot of different topics about combat: How to design your enemies, how to design your combat encounters, how to define the gap, and the importance of depth and breadth. This covers a lot of ground, which is great, but it is high time we grasp for the slippery opponent that is fun. What makes Combat fun? Can we even answer a question so laden with meaning? Yes, I believe we can.
Combat is at its best when you provide the player with multiple valid Intentions and Action Sequences, and then constrain them through the situational context of their Goals, their Environment, and their Opponents.
gamedesign
combat
gamemechanics
Combat is at its best when you provide the player with multiple valid Intentions and Action Sequences, and then constrain them through the situational context of their Goals, their Environment, and their Opponents.
september 2011 by DirkSonguer
Depth vs Breadth: Tips From A Combat Designer » #AltDevBlogADay
june 2011 by DirkSonguer
Being a good combat designer requires understanding the meaning and significance of both depth and breadth in your designs. To put it simply: depth is the Knowledge of How, and breadth is the Knowledge of Why. But what does this mean?
How do I perform that move? Why should I use this move? How come I need meter to do this move? How do I build meter? Why should I build meter?
gamedesign
combat
gamemechanics
z3
How do I perform that move? Why should I use this move? How come I need meter to do this move? How do I build meter? Why should I build meter?
june 2011 by DirkSonguer
How To Design Enemies: Tips From A Combat Designer » #AltDevBlogADay
may 2011 by DirkSonguer
The following is a more concise version of a three part series – Designing Enemies: or How I Learned to Stop Worrying and Love the MvC
gamedesign
fightinggames
combat
design
z3
may 2011 by DirkSonguer
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