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Questions tagged [game-design]

Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.

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6 votes
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I am examining protagonist design in action RPGs, and my conclusion so far is that fixed, authored protagonists consistently allow for deeper and more effective storytelling than blank-slate ...
Levi Carvalho's user avatar
1 vote
1 answer
154 views

I am reading the third edition of The Art of Game Design: A Book of Lenses by Jesse Schell, and I encounter multiple concepts presented as different, but I do not see much difference. Currently, these ...
Charlie's user avatar
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4 votes
1 answer
518 views

I have a mobile app that allows for younger students / children to practice the multiplication tables. 2 x 2 = 4 3 x 2 = 6 To make the app more encouraging, I am planning to add some gamification in ...
BenjyTec's user avatar
  • 141
13 votes
4 answers
6k views

In developing a 4x multiplayer game where players should cooperate to implement any of the four Xs. I am interested in containing all information about the world and characters (players location, ...
Vitalii Piatnytskyi's user avatar
9 votes
6 answers
4k views

I am making a shoot em up game with an aerial view. It’s main gimmick is that, instead of working like a machine-gun, your character throws a boomerang that hit the enemies both on the way there and ...
Alexis Mercado's user avatar
3 votes
2 answers
137 views

I am trying to design a novel number system for a game. To do this, I want to create a mapping from a set S of symbols to the integers, where not all sequences of symbols from S are allowed, but they ...
Joselin Jocklingson's user avatar
0 votes
0 answers
71 views

What is the neatest way in a strict OOP language (c++ say) to avoid the following circular dependency. Imagine I create a character class and a world class. A character requests data from the world to ...
BadUsername's user avatar
1 vote
0 answers
54 views

I recently submitted my HTML5/WebGL game to CrazyGames.com, but unfortunately it was rejected without specific feedback. Here’s the preview link: https://www.crazygames.com/preview/25901363-36f7-4d64-...
KingGD's user avatar
  • 11
2 votes
0 answers
116 views

My girlfriend and I are designing a small app to track our Magic The Gathering games. We want to use our game data to rate our decks, ourselves and generate game suggestions. Elo seems like the ...
Felix ZY's user avatar
  • 123
0 votes
0 answers
117 views

I am working on a top down 2D grid based game, where as it is currently, units have a movement and an attack range. An example of this: The blue squares are tiles the selected unit can move to, the ...
starrider's user avatar
19 votes
2 answers
3k views

This was a question asked during an interview, and I was absolutely stumped. Let's say that there's a levelling system in the game. If you defeat an enemy, you get "n" XP. By the time you ...
minimalDiannao's user avatar
4 votes
3 answers
3k views

I am creating an ability system in Unity and it is currently able to update base values of stats and keep track of persistent buffs/debuffs while taking operation order into account (Add, Increase, ...
Psycho ZXC's user avatar
15 votes
5 answers
5k views

Suppose I’ve got a game which is split into levels (level 1, level 2, etc). I might decide on locking levels. That is, when a player first boots up the game, they can only play level 1. Once they have ...
Robin's user avatar
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0 votes
1 answer
145 views

I am making a slot game with 3 x 5 reels. The RTP I am targeting is 99%. My reel data is given as (yaml): ...
Ilian Zapryanov's user avatar
2 votes
1 answer
155 views

I recently published a demo for my new, turn-based word puzzle, set in a fantasy world (called "Dragon Riddler" -- it's on Steam). The game loop is this: find the dragon's lair in a land ...
Wabbitseason's user avatar
0 votes
1 answer
146 views

I am working on a basic side scroller platformer in Pygame. I want to add a camera system that tracks the camera and scrolls the world and I want to make the camera systems without using Classes. ...
Eren Bayrak's user avatar
22 votes
3 answers
3k views

Are there frameworks for reasoning about questions such as: Given my quest and level design, is it guaranteed that for any combination of player choices there is no way for the player to lock ...
Simon Fischer's user avatar
0 votes
1 answer
243 views

I have been wondering how do people come up with super creative new games? For example when I think about the snake genre of video games, I can think of several evolutions which revolutioned the genre....
JobHunter69's user avatar
1 vote
2 answers
271 views

I'm working on an open-world game and exploring procedural generation to design dynamic quests. The goal is to make quests feel connected and impactful, rather than randomly generated or repetitive. ...
ZOMBIE_JERKY's user avatar
0 votes
1 answer
231 views

I made a little browser based puzzle game and the most bothersome feedback I got is in regards with the authentication, why do I force people to create accounts to play more than 5 levels. My response ...
Rares Hideg's user avatar
0 votes
1 answer
101 views

I am making an online version of Egyptian Rat Screw, which is a card game mainly involving reacting as fast as possible to specific scenarios. I want to have a way to grade a player's skill level ...
braincicle's user avatar
1 vote
3 answers
212 views

I'm making a game where the player can move about by moving the mouse left and right. In particular, the speed at which you move the mouse controls how fast you move left or right in game. The problem ...
Robin's user avatar
  • 724
30 votes
3 answers
6k views

In designing many different types of games where a player's skill is a factor in progressing through the game, one is able to put challenges ahead of a player of varying difficulties. For example, in ...
Robin's user avatar
  • 724
0 votes
0 answers
204 views

I'm currently developing a turn-based card game where you play against an AI opponent. Both you and your opponent have a certain deck of cards at your disposal, and the rules of the game apply to both ...
impmja's user avatar
  • 41
3 votes
1 answer
309 views

I work on a space combat/exploration game, and I got to a point where I require external opinions. The setup is this: A space ship can have 2-4 weapons, each weapon can have 2-4 ammo types. Ammo types ...
Battle's user avatar
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9 votes
8 answers
4k views

I’m working on a text based and turn based roguelite. I want to have some way of requiring more skill than just mastery of the characters abilities. The dilemma I’m facing is that I’m not sure how to ...
AAustralis's user avatar
2 votes
1 answer
193 views

I'm trying to implement a mechanic in a turn based game, and deciding when in the turn order a status effect's duration gets decremented. Background: Game is turn based, where there are two opposing ...
user7888262's user avatar
1 vote
1 answer
286 views

My fighter character in a text based roguelike I’m working on is going to be kind of like a sleeper mage due to their spell list and now I’m wondering how to make my mage unique If I give the mage ...
AAustralis's user avatar
1 vote
1 answer
257 views

(Inspired by this question which was closed as unclear. I'm attempting to focus on one part of what that querant was asking.) What do game studios look for when hiring entry level designers? Are there ...
Tim C's user avatar
  • 645
29 votes
16 answers
17k views

I often see that a community will make a wiki for games that have a large amount of elements, I am attempting to create an in-game application of a "wiki" keeping track of what has been ...
AussieNote's user avatar
2 votes
1 answer
237 views

In open world games, the progression, in most cases, is Non-Linear leading to players either going through the game at an extremely fast pace, or others stagnating without understanding what to do. Im ...
AussieNote's user avatar
-1 votes
1 answer
194 views

English is not my primary language so, I'm wondering, is it ok to name my game "Theme park administrator" ? Would "Theme park universe" be a better name ?
Dasgard's user avatar
  • 23
2 votes
1 answer
138 views

I've recently come up with a decently hard video game concept where the player needs to figure out concepts and abilities in order to use them. There is no tutorial or anything similar showing them ...
AussieNote's user avatar
7 votes
3 answers
2k views

I'm trying to write a top-down tactics RPG game in python, and run into the first major decision I can't make with my limited knowledge of RPG fundamentals. In our game you create a team of characters ...
John P's user avatar
  • 173
1 vote
2 answers
349 views

I have been studying a lot of combat systems across various genres of games, and from those that I have seen, having unsafe attacks seems to be quite a common staple. But I am not sure why? I think I ...
FrontEnd's user avatar
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0 votes
2 answers
1k views

We're all familiar with the usual pattern in games where players have "100 health", which is typically meant to represent an abstract percentage. Or, some games may use different numbers. ...
Aaron Franke's user avatar
1 vote
1 answer
291 views

I'm making an idle game for PC, Steam, called Infinite Forest Idle. The main game loop is: Click "Start Adventure" Your character starts fighting monsters, monsters drop stuff you need to ...
Pascal Claes's user avatar
0 votes
0 answers
48 views

Hi to everyone i want to make the character selection screen the following 2 are scripts ...
Jano Wazir's user avatar
1 vote
1 answer
420 views

I am wondering what methods I should and shouldn't do for making a game. An example of what I am asking is, how do I stop people getting addicted to my game and play for many hours on end? What ways ...
AussieNote's user avatar
2 votes
2 answers
830 views

I saw in the past that some games' mechanics have been revealed in details because of reverse engineering, and even the entire source code sometimes. I'm working on a C++ game with some deeper secret ...
Nécureil's user avatar
1 vote
0 answers
212 views

I've been learning Godot and game dev as a whole since the start of this year and I've sunk dozens of hours into practicing making games in it, lately I've set out to make a very small sort of "...
buzzbuzz20xx's user avatar
9 votes
3 answers
3k views

When creating a game, is it better to have complicated but interesting mechanics, or simple and understandable mechanics? From a design point of view, I can understand that simple mechanics can be ...
AussieNote's user avatar
1 vote
2 answers
247 views

I am working on a natural, fairly small, grassland like environment/level. I have a few natural, minimally intrusive paths (something like this) throughout it to help guide players to the main weenies ...
FrontEnd's user avatar
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2 votes
2 answers
403 views

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
NJJ_002's user avatar
  • 47
2 votes
1 answer
365 views

I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a '...
user avatar
3 votes
2 answers
346 views

I have recently been wondering, how can you "induce player behaviour" in a video game An example of what I am thinking of is when a player uses an ability like "rage" or "...
AussieNote's user avatar
1 vote
2 answers
204 views

So, I'm having trouble devising a progression system for metal refinement in my game concept. I've tried doing research for it, but while I am trying to be realism focused (at least for automation, ...
The Benefactor's user avatar
17 votes
9 answers
7k views

There are many (mini)games which revolve around the player collecting points to buy upgrades (think Cookie Clicker, ROBLOX simulator games, etc.). Most of these games have a mechanic called "...
Bunabyte's user avatar
  • 331
5 votes
3 answers
342 views

I'm working on a game that focuses on a campaign/story mode for the majority of the content; the player progresses their character, collecting items/currency/upgrades along the way, and playing levels ...
tkers's user avatar
  • 413
2 votes
2 answers
113 views

I'm really not sure if this is the appropriate community to ask in. I want to use some sort of audio cue that provides feedback for a player's accuracy in a task. They perform some action in real time ...
oweydd's user avatar
  • 121

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