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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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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.

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Item Variants and Randomization in Roguelikes

Grid Sage Games

Despite its relatively small item pool and low emphasis on random variants, Brogue has an even greater emphasis on terrain factors that really help support the dynamic gameplay in a way that keeps repeated runs interesting. Brogue’s trippy colors come from impactful terrain features like water, lava, and gases.

Data 52
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool. In a world where ‘curiosity is king,’ game-based learning offers a compelling avenue for fostering a lifelong love for knowledge and exploration. .”

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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy.

Beta 52
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.

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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) and is likely to either become a player crutch or lead to tedious optimal play (a topic I covered in my game design philosophy article ). Architecture. But we can sorta do something about that if we want to!