An Update On The Various Rarities And Editions
The loot system in Grrbls is constantly under flux. And for good reason, it's at the heart of the entire experience. I want the player to always have that rush of excitement of finding better loot but it also has
The Joys Of Character Creation
I have a confession to make. I'm a big fan of CRPG games like Bauldur's Gate, Pillars of Eternity, and Never Winter Nights and all the other games of that ilk --- but I've never beaten any of them and
Why New Loot Feels So Good
The core desire I had for Grrbls was an endless-looter. Take the best of Diablo and Borderlands and cram it into a card themed game. I've been trying to hone in on exactly what makes loot focused games so fun.
What Makes A Class A Class
I was watching a GDC talk on Pillars of Eternity and in it the speaker mentioned how they worked on allowing multi-classing and that once you start allowing up 3 classes or more things start to get really weird. I
Why Leveling Up Feels So Good — And Breaks The Game
When I was a kid there was few things I loved more than leveling up in a game. That hasn't changed as an adult. I love the feeling of getting more powerful stats, unlocking new abilities, and have my character
Managing All That Sweet Sweet Data
This is going to be a very technical post so you've been warned :) Perhaps the task I spent the longest time on so far was figuring out exactly how to store and manage all the data for all the things
Rarity and Redundancy
The core idea behind Grrbls was creating the most interesting and everlasting loot system I could. This in no small part was inspired from the likes of the Diablo series, and the Borderland series. I love the feeling finding an
Armor And Barrier Are Not As Fun As I Was Expecting…
One of my earliest wants in the game was a rich hit system with differing types of defense and attack. Towards that end, I had added 2 stats: armor and barrier. Armor would absorb physical damage only, and barrier would
The Various Types Of Types Of Types
If you were to look at my code base, one of the most common words you would see is "Type". Everything is a type, and many things are many combinations of types. For example, a monster is a type, and
Damage Types: Are They Worth It? And If So, How Many?
Fire Damage. Acid Damage. Magic Damage. Physical Damage. The list goes on and on. As a player, and at first glance, I was always excited about the idea of being able to make a build that feature maxing out a