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June 30, 2018
By Anthony
Development

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

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Borderlands 2 Loot System, Diablo 3 Loot System, Drop Rates, Drop Tables, Drops, Item Rarity, Legendary Items, Loot, Loot Drops, Loot System, Rarities
June 29, 2018
By Anthony
Game Design

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

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Character Creation, CRPG, Party RPG, Unit Stats
June 28, 2018
By Anthony
Game Design

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.

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Borderlands 2, Diablo, Loot, Loot Drops, Loot Systems, RPG Loot
June 27, 2018
By Anthony
Game Design

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

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June 26, 2018
By Anthony
Game Design

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

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Leveling Up
June 25, 2018
By Anthony
Coding

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

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Game Development, Layers, Models, RPG Data, Scriptable Objects, Tactical RPG, Unity
June 24, 2018
By Anthony
Game Design

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

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RPG Data
June 23, 2018
By Anthony
Battle System

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

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June 22, 2018
By Anthony
Coding

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

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Game Architecture, Game Coding, Game Development, Game Types
June 21, 2018
By Anthony
Battle System

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

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Battles, Damage Types, RPG Battle Mechanics, RPG Stats, Unit Stats
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