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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
June 20, 2018
By Anthony
Coding

Why Targeting Is Not So Simple!

I'm sure you've played games like Final Fantasy 6 where the enemies are on one side and your party is on the other. When it's a units turn, he picks an ability and then picks a target (friend or foe).

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RPG Battle Mechanics, Targeting, Turn Based Battle
June 19, 2018
By Anthony
Battle System

Grrbls Battle System Introduction

The main reason this game has been taking foreverrrrr is because my whole focus has been on a battle system that is (hopefully) infinitely deep without being overly complicated to get your head around. I want the emergent gameplay to

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June 18, 2018
By Anthony
Development

After 4 Years, I Can Finally Start Sharing My Game With You. Introducing…The Hardcore Tactical RPG….Grrbls

Hello, hello, hellllooooo! Welcome to the official Grrbls blog! I've been developing a hardcore tactical RPG that let's you find loot and grind forever with a very rich combat and class system that rewards finding good loot and building good parties.

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Game Introduction, Grrbls, New Game, New RPG, New Tactical RPG
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