Remove Balance Remove Build Remove Mechanics Remove Terrain
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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

So, what sets our game apart is its blend of authentic ’90s rally racing experience with modern gaming mechanics. The handling definitely leans towards arcade-style physics and is designed to offer a balance between being accessible and challenging. “We We want it to appeal to both casual gamers and racing enthusiasts.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The premise is thrilling: “You are building a virtual society inside of an ecosystem,” Krajewski explained. From building technology, establishing an economy, to creating a government, players are tasked with advancing their world to protect it from an impending meteor strike. Krajewski offers a more tempered view.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Destroy the player's expectation that relationship mechanic = main cast member. This decouples the player's behavior from their character build. Expendable companions.

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that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.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

Balance 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Items in Rogue may also be cursed and therefore non-removable except via special means, though that is a tangential mechanic tied more to the identification minigame rather than item randomization itself.) Brogue’s trippy colors come from impactful terrain features like water, lava, and gases. Low on treads or armor?

Data 52
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. So I divided the bumpy terrain into quadrants, with big tree roots gating each section. It helps supplement the stealth fantasy in a game with basically no stealth mechanics.

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Old World Designer Notes #6: Citizens and Specialists

Designer Notes

With that preamble done and due praise given, it is all the more remarkable that one bad game mechanic has been preserved from version to version, tweaked perhaps, adjusted at times, but still as clumsy, fiddly, and unnecessary in 2021 as it was in 1991 – the system of placing citizens on tiles.

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