Jul
03

What Makes A Good Loot Game?

I have been a wild fanatical fan when it comes to loot based games. I know there other crazy gamers like me, and Path of Exile is a great example of extreme loot drops and randomization in an ARPG. And […]

Jul
01

Determinism Vs Randomness

Randomness is an interesting thing in games but as a designer I personally dislike it. Perhaps it’s my competitive nature too but I dislike like random chance determining the outcome. I don’t mind unknown elements coming in to play randomly, […]

Jun
30

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 […]

Jun
29

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 […]

Jun
28

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. […]

Jun
27

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 […]

Jun
26

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 […]

Jun
25

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 […]

Jun
24

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 […]

Jun
23

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 […]