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Research and brainstorming for Crafting / Material Systems

Game Design High-Level Game Design

Videos I used to learn more - Why most crafting sucks? Why is it so easy to break video game economies Why video games want you to fail Notes to keep in mind while designing the crafting system - 1. Crafting shouldn't feel like a chore or be grind heavy. Rathe...

Material and Crafting

Game Design Features

Material System Primary Purpose of Materials - To craft powerups. How to attain materials - Destroying any obstacle results in a chance to spawn a "Material Drop." This chance will depend on which planet you are on, as magma planet should have higher drop rate...

Design Philosophy and Research to make it Roguelike

Game Design High-Level Game Design

Design Goal Shift gameplay from a hypercasual game to be more rogue like. Methodology Which other free to play Rogue like games are there? Game 1 - Vampire Survivors UI Flow - Goal of this game - Survive for 30 minutes. Game 2 - Shattered Pixel Dungeon UI Flo...

UX

Game Design Features

UX Flow Fonts There are plenty of fonts on da fonts to match a pixel art aesthetic here - here Some fonts we liked from there are - Symtext. (Finaled) Pixeled. Pixel Bug. VP Pixel. Poxel.

Low Level Design and Flow for a Roguelike Typestroid Game

Game Design Level Design

Iteration 1 - Duration 60 minutes for the total game. Each planet represents 5 of those minutes. Progression Players begin at Planet 1. The initial phases are easy and they are slowly introduced to new mechanics every 45 seconds or so. After a player lasts for...

Planning for each phase of the Rogue Like Game

Game Design Features

Few notes to keep in mind - Each phase lasts 1 minute. Completing two phases lets the player unlock the next check point (a new planet). Phase 1 Introduction to mechanics (typing mechanics) This phase lets players get comfortable with the typing mechanics of...

Portfolio

Notes

Professional Seafight Made by: Bigpoint GmbH Seafight is the original real-time pirate combat MMO where players customize their ships to explore the seas as well as hunt other players and participate in giant sea battles. Made using Unity with Java backend, C+...

Powerup Mechanics for the future

Game Design Archived

Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain levels if the player types a bunch of words without making mistakes (word streaks). These cannot be bought by players before the level. Powerup 1 : Wavelengths Similar ...

Powerups

Game Design Features

Powerups Powerups usage - One time per charge. They can be equipped before a match. "Frost Field" - Freeze all obstacles for 8 seconds. Cost 20 "ICE" "Heat Wave" - Destroy all obstacles on screen. Cost 50 "MAGMA" "Fortification" - Block obstacles for 10 seco...

Blueprint Mechanic Description

Game Design Features

Definition (What are they?) Blueprints are essentially just one time unlockables that players get in order to gain access to crafting a new kind of powerup. Interaction between player and feature (How do they work?) They will function identically to the shooti...

Alternative powers

Game Design Future Ideas

note these should not be called powerups as we already are calling this powerups Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain levels if the player types a bunch of words without making mistakes (word streaks). The...

How to create a new powerup

Game Design Features

We need to follow the below steps to create a new powerup : A. Go to powerup.xml (or whatever the name will be for the XMl containing data of powerups). Then add another powerup like below : <powerup type="SPACIAL_OCEAN" description ="Push back obstacles"...