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July 25, 2018
By Anthony
Battle System

An Essay On RPG Battle Mechanics Redundancy: Intensity vs Expression

When I first came up with the idea for my hardcore tactical RPG loot game over 8 years ago, my goal was to take every cool core feature from every RPG I loved and cram it into a super awesome

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Battles, CRPG, Game Architecture, Game Development, RPG Battle Mechanics, RPG Data, Tactical RPG, Turn Based Battle
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 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 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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