Remove AI Remove Balance Remove Mechanics Remove Prototyping
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Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
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My Elephant in the Room, Part 1

Designer Notes

Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. A good example is what I’ll call “Every Unit Moves” which is how Civ has always worked.

Tile 98
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Old World Designer Notes #2: City Sites

Designer Notes

None of these systems were any fun and weren’t intended to be so; they were mechanics put in place to keep the players from ruining the game for themselves by founding too many cities just because it was simply the most effective strategy.

Tile 52
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Old World Designer Notes #11: The End

Designer Notes

Simulations can be great games, but they tend not to be a good format for turn-based games with transparent game mechanics. Hence, themed victory conditions were out for Old World , but we needed something in place, especially since we were playing MP within a few months of early prototyping.

AI 40
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Balancing the weight of each system was difficult. Like many game prototypes, my initial sheepherding test began as something much grander and more complicated.

Pixel 52
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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. Each level also had unique mechanics and art styles that all tied into a cohesive whole. What's the balance?

Art 59
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Istanbul Gaming Summit 2023

Deconstructor of Fun

Diversify revenue model Cilingir urged game-makers with games skewed heavily toward either ad or IAP-based monetisation to balance their revenue mix. Khanna rounded out the talk with some tips on managing ad creatives, including some AI-powered campaigns that can take the shape of text, image, video, and HTML5 ads.

Games 59