Remove Balance Remove Game Design Remove Mechanics Remove Terrain
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

But, beyond gameplay mechanics, Eco speaks to a much larger industry trend: the emergence of the metaverse. As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool. But publishers are not the only avenue.

Indy 105
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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Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed. Alien Artifacts.

Balance 52
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Old World Designer Notes #6: Citizens and Specialists

Designer Notes

The following is an excerpt from the Designer Notes for Old World. The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. The first Civilization game was like a game design thunderbolt, sent from the heavens and marking everything it touched.

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Item Variants and Randomization in Roguelikes

Grid Sage Games

Overall Rogue doesn’t really have many different item characteristics to modify or games systems to interact with, which is a primary limiting factor in the extent of randomization a game can support. 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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Garrisons 2.0

Grid Sage Games

I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture.

Beta 52
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On Backtracking in Roguelikes

Grid Sage Games

Some roguelikes don’t go heavy on realism, in which case backtracking for this reason can be considered a non-issue and solely a decision to be made within the greater mechanical design, though this does mean progress ends up feeling gamier overall. Design Control.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The grand scene).