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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-08-28 14:29

Every RPG by osmosis is influenced by Diablo, making them Action-RPG by proxy:
Diablo 1-> Diablo2 -> World Of Warcraft->MMOs-
http://et.worldofwarcraft.wikia.com/wiki/Diablo_franchise

Name: Anonymous 2018-08-28 15:05

>>201
no, turn-based RPGs are influenced by shit like Final Fantasy

Name: Anonymous 2018-08-28 16:37

Name: Anonymous 2018-08-28 20:24

>>202
final fantasy was inspired by turn-based tabletop games like d&d

Name: Anonymous 2018-08-28 22:44

>>204
still not diablo, which is the claim that was made

Name: Anonymous 2018-08-29 3:46

>>202
Nope, you're probably thinking of some autistic 2D crap or text rpgs.
http://www.gamersdecide.com/pc-game-news/10-best-turn-based-rpgs-play-2015

Name: Anonymous 2018-08-29 11:45

>>206
Speaking of autism, these turn-based 3D battles looks quite autistic with "Your turn" as if its some balanced ritual to strike once and wait for counter-attack. I'd rather play something abstract or text based, where turn-based combat isn't cringe inducing.

Name: Anonymous 2018-08-29 12:02

The secret to making great games is making them low-effort:
Effort(clicking,thinking,moving,exploring) is always rewarded and game requires less effort as it progresses. In badly designed games, effort is rewarded less and less through game progress, culminating in a "wall" which requires farming items, grinding or doing repetitive tasks to climb the next "wall".

Name: Anonymous 2018-08-29 13:03

>>208
By that metric, these exponentially growing tap games are the pinnacle of greatness.

Name: Anonymous 2018-08-29 13:14

>>209
I have no idea what you're talking about, so i assume its something popular on mobile devices.

Name: Anonymous 2018-08-29 13:23

>>209
If you refer to incremental/idle games,like Cookie Clicker, they're actually illustrative of the related concept("Zero-effort reward") but not exactly the point. The concept of effort generating reward can be applied to any genre and any game. Basically you mod the game to be really hard at start and reward player effort by reducing difficulty instead of raising the bar with each level - mostly by removing obstacles that exist at start and reducing effort required to play.
An example that best illustrates this is a Fireball skill. In conventional RPG a Fireball increase in power each spell level at cost of more mana consumed: with "effort generating reward" the Spell mana cost isn't changed but reward(increased damage) applies: in effect, you only get reward vs mana penalty.

Name: Anonymous 2018-08-29 13:32

>>211
..Additional example for basic stats. A bow class weapon uses dexterity to calculate damage produced, normally the game uses a flat formula like multiply by (dex/100), but with low-effort progressing each point in dexterity creates x1.01 to damage multiplier(+1% damage):
with 100 point DEX and formula 100*(dex/100)% you get +100% damage(doubling the damage).
with 100 point DEX and 100x1.01^DEX formula you get +270.48% damage. The effect stacks faster with more points:
with with 1000 point DEX and formula 100*(dex/100)% you get +1000% damage(x10 the damage).
with 1000 point DEX and 100x1.01^dEX formula you get +2095915.563% damage.

Name: Anonymous 2018-08-29 13:45

>>212
..another example, about rewarding player with exp. Typically a game would require more and more exp per level. An x1.2 more per next level would be generous in typical RPG(100,120,144).
With low-effort, this is replaced with a flat add of +100, so exp goes 100,200,300,400,each level gap increases required exp by 100.
Example curves for exp interval 100 levels:
x1.2 vs +100 flat
exponential flat interval(low-effort)
Level 2: 100 100
Level 10: 619 1000
Level 20: 3833 2000
Level 30: 23737 3000
Level 40: 146977 4000
Level 50: 910043 5000
Level 60: 5634751 6000
Level 70: 34888895 7000
Level 80: 216022846 8000
Level 90: 1337556524 9000
Level 100: 8281797452 10000
So at level 100 to get to next(101) level you need
8281797452 exp("The Wall") vs only 10000 in flat inverval system, and getting 10k exp at higher level would be much easier, eliminating most of exp grind.

Name: Anonymous 2018-08-29 13:57

In general "progressive decrease in effort/low-effort" isn't used because people feel the game becomes too easy, but in fact its because the game is too empty of content to pack in the progress of the game.
So what is the problem here? People expect game difficulty to increase with game progress - otherwise the player rapidly approaches the endgame. This is actually the goal being reached. Game designers think that a game where 90% of players quit mid-game is somehow good and a game where 100% reach endgame is too easy.

Name: Anonymous 2018-08-30 3:28

>>215
Or just make a skill based game and stop fucking around with shitty RPGs about dragons and swords.

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Name: Anonymous 2018-08-30 4:08

>>215
Pure-skill games don't reward time-investment.

Name: Anonymous 2018-08-30 11:19

>>216
Its not only that they don't reward time investment, the skill ceiling is real and requires lots of dedication to break through. Starcraft for example.
Pro koreans train every day, its incompatible with normal lifestyle and doesn't seem healthy to dedicate all your time to a single video game.

All that effort in skill games(clicking/tapping the keyboard) doesn't transfer to other tasks outside the genre and wears out joints/cartilage like 10hour typing sessions. So instead of competing who can click faster and more accurate, progress can be achieved with small/casual gameplay sessions that put minimal strain on health/nerves.

Low-effort gaming and casual gaming are related concept, but casual games don't give their rewards progressively, they also have "walls" you have to climb.

Name: Anonymous 2018-09-03 11:18

how to make game:
1. open up rpgmaker
2. open default template
3. compile

Name: Anonymous 2018-09-03 13:22

>>216
don't reward time-investment
yeah because getting better at something is not a reward at all

Name: Anonymous 2018-09-03 13:29

>>219
It would makes sense if the skill transferred to something useful. How does playing Starcraft better translate to useful skills?

Name: Anonymous 2018-09-04 3:47

lets cripple every player vision with SSAO(for a mere 20% performance drop)
its realistic if we consider everyone eyes can't adjust to distance and function as photo camera

Name: Anonymous 2018-09-04 4:07

>>221
SSAO is one of the greatest features though

Name: Anonymous 2018-09-04 5:43

>>222
It reduces vision quality, reduces performance and serves no other purpose than "muh realism"

Name: Anonymous 2018-09-04 6:25

>>221
Just like all of the filters, lol.

Name: Anonymous 2018-09-04 6:51

>>224
Thats why they're called eye-candy, useless bullshit to emulate some shitty atmosphere that only art-fags care about.
These lens flares and anti-aliasing are only cool for screenshots and art galleries. For gameplay they're just nuisance that lowers frame rate.

Name: Anonymous 2018-09-04 9:27

Name: Anonymous 2018-09-04 12:34

What is /prog/ hivemind's opinion on unity's component object model?

I've seen some real brainlet shit done with it, but I think it's really useful for those without the discipline to avoid making god classes that cover all behaviors a game object will exhibit.

Name: Anonymous 2018-09-04 12:41

>>225
I mostly agree, but not for anti-aliasing.

Name: Anonymous 2018-09-04 12:54

>>228
Anti-aliasing is essentially blurring defects in the game. Its sometimes cheap, but the real solution is increasing resolution to 4k and creating smooth meshes without sharp edges.
Physically-based rendering is far more useful than blurring object edges.

Name: Anonymous 2018-09-04 14:01

Name: Anonymous 2018-09-05 17:38

>>229
Brainlet detected.

Anti-aliasing is essentially blurring defects in the game.
That's FXAA and SMAA.

Its sometimes cheap, but the real solution is increasing resolution to 4k and creating smooth meshes without sharp edges.
That's how it works, retard. Do you seriously think MSAA (and TXAA to an extent) just blurs pixels for a huge performance hit?

Name: Anonymous 2018-09-06 7:13

>>231
what he means is downsampling, like in GeDoSaTo though

https://github.com/PeterTh/gedosato

Name: Anonymous 2018-09-06 7:16

downsample my dubs!

Name: Anonymous 2018-09-06 8:35

Name: Anonymous 2018-09-06 10:00

>>232
LØØØØØØØØØL
OGSSAA (Supersampling) gives a much better performance for the quality you get.

Name: Anonymous 2018-09-06 10:48

>>235
Dunno about GeDoSaTo, but from the name it sounds like it is exactly supersampling i.e. render at a higher res then downsample. The OG in OGSSAA is apparently only there to differentiate it from what they call SGSSAA in which not all pixels are enabled in the high res buffer.

Name: Anonymous 2018-09-09 14:11

>>223
it doesn't look very realistic, but I actually like it. I notice an improvement in visual quality.

Name: Anonymous 2018-09-09 20:30

>>220
How does clicking "Attack" 10000000 times transfer to real life?

Name: ( ´∀`)さん ★ Verified 2018-09-09 20:31

>>238
it means you've trained your mind and fingers to react very fast.

Name: Anonymous 2018-09-10 3:30

video games are for degenerates.

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