article thumbnail

The Scrap Engine

Grid Sage Games

I was really unsure any of this would work at all, since internally it’s quite complex and therefore hard to gauge what outcomes are possible and whether they’d really fit into Cogmind, which has a pretty strong focus on design balance. The first iteration simply averaged together the stats of all the input items.

Engine 52
article thumbnail

Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Content was added at a constant clip: new weapons, new rule-based modes and maps were dropped every month, and new modes came in every quarter with major content beats during Chinese New Year and in the summer (when engagement peaks). while competition would ship 3x the features and find success with at least some of them.

Content 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Teleportation Mechanics

Grid Sage Games

There are some other nuances in there which I won’t get into, but anyway, “rough” yeah? :) I can see some people having a lot of fun with this thing, and I imagine it could get tweaked a bit after playtesting, but there are a good number of levers to tweak with this one.

article thumbnail

Zugzwang as a pole dance upward unto heaven

Radiator Blog

For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch. As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely.

Code 52