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Say you’ve got a dungeon that can be played with 1-8 players; how do you scale that for each number of players? What variables tend to wind up being the most fun to have tweaked (enemy hp, numbers, etc)?

Ask a Game Dev

World of Warcraft's old raid system where raids supported only 10 or 25 players are examples of such where tuning and mechanics were modified to specific player numbers. However, doing this for one to eight players (or, as it stands now in WoW anywhere from 10 to 30) means eight balancing passes for every encounter.

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The Future of Art & AI in Game Production

iXie gaming

Advancements in artificial intelligence (AI) have revolutionized the gaming industry, enhancing programming and player experiences. As AI continues to advance, the future of art and AI in game development holds tremendous promise. However, AI is redefining the boundaries of game artistry.

AI 52
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Like a Dragon Gaiden Low FPS: How to Boost Performance

Game Errors

In this guide, I’ll share with you the potential causes of Like a Dragon Gaiden Low FPS and provide valuable insights, solutions, and optimizations to elevate your gaming experience and get back into the action. Interesting fact Games rich in visuals and mechanics, like Like a Dragon Gaiden , demand substantial computing power.

FPS 52
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

and my notes are obviously going to spoil some of the game's structure, but all these spoilers are pretty vague and anyway I don't name any names. This is a business model I've always wondered about -- make a big complicated game, but then earn revenue from selling ads on the wiki for your own game? Anyway, here's my notes.

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A comprehensive guide to in-demand roles in film and games

CG Spectrum

There are many reasons why people pursue a career in film and video games—it’s a creative, dynamic, challenging, and rewarding industry that gives artists opportunities to work on world-class projects while earning a regular income. How would you like to contribute, creatively and technically, to a film or game?

Film 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

Hello, and welcome back to another issue of the Kristala game dev blog! Now that Cass has completed (and kicked ass at creating) all the townhouses and row homes, he's moving on to another structural piece for the game - one that serves a really important purpose.

Dev 52
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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. Other types of NPCs can modify or convert other types of items. the majority of roguelikes, especially classic ones).

Data 52