dirksonguer + z3 + combat   3

Update on the Next Step | Elder Game
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 
11 weeks ago by DirkSonguer
Depth vs Breadth: Tips From A Combat Designer » #AltDevBlogADay
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 
june 2011 by DirkSonguer
How To Design Enemies: Tips From A Combat Designer » #AltDevBlogADay
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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