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Ladle:

Battle for Wesnoth
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My review

Grimlock²:


--- Quote from: Conan on April 23, 2019, 12:25:58 PM ---phantos epic games shill ignore him -_______-

--- End quote ---


Conan:

phantos just sayin that feels too mega brained for most ppl right now, i hope you make the learning curve very forgiving

PhantOS:

in my head the source of all difficulty is how fast the enemy does its attacks. having 10 seconds to reorganize your inventory to dodge their stuff is pretty forgiving compared to like having 4 seconds to react.  with that in mind adding dynamic difficulty is easy cuz i can just stick a float in there that increases or decreases the enemy's turn time if the player starts sucking or rocking.

in j&C having a ton of items is just a slight annoyance but in this project having more than 40% of your inventory occupied makes things objectively harder for you since theres less room to maneuver. it means that having more items is bad because there's more items you have to move around and relocate and every item move would take 2-3 seconds. two things that i want to do to combat this:

enemy attacks are telegraphed and consistent. on the battle start every item in the enemy's inventory will have a set pattern and it will always use that pattern. so one red arrow may attack in a line at the y value of 3. but it will always attack at that y value every time the enemy uses it. the other red arrows will have their own patterns too but they will not change throughout the fight. so after 4-5 turns you can learn the enemy's attacks and find the safe zones where they're guaranteed to not hit.

the other thing is that there's no limit to how many items you can use. if you want to queue up 10 different item's abilities you can. the entire attack will take maybe 15 seconds to charge but there could be things like adjacency bonuses that bump that down and other things. the tradeoff of having the ability to attack 10 times in a single turn is that you need to manage how you'll fit all those loving items in your inventory. for players who are fast and understand the mechanics, this playstyle will be more rewarding than just keeping 3 small items in their inventory for the entire fight in order to play defensively

jack and casie is easy to play but is difficult by design because all the enemies have like 30 hp and deal attacks that do 30% of your health in damage. i want to make a game that is hard to play but easy by design. so you have the ability to win a battle without losing a single item if you play smart and fast. the only true difficulty should come from how badly you build your item deck and how poorly you position your items. its the same thing in tetris: the goal is easy as forget: match a row of tiles. the game is hard because you position all your pieces badly and that one odd piece that you placed in a forgeted up position now cost you like 4 rows and now you have to figure out how you're going to dig back down there just to fill up those spaces. the feeling of 'i did this to myself' is probably the most rewarding game feel i've ever experienced because the game doesn't challenge you, you challenge yourself and have to think up creative solutions to fix your own mistakes.

optimizing yourself to beat yourself is some mega brain play

Awesomebread²:

lego rock raiders is an ancient game but still a good time

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