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August 2, 2018
By Anthony
Game Design

Designing Differences Between Weapon Types

As I said in an earlier post, one of the things I wanted for Grrbls was every possible status effect possible and then a whole bunch of new ones. And since I'm adding a jillion status effects, it also makes

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CRPG, equips, gear, Loot, loot rpg, rpg weapons, unique gear, weapon loot, weapon system, weapons
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
July 13, 2018
By Anthony
Game Design

Why Lock Picking Sucks And Should Be Abandoned

I know I'm not alone in feeling this way, but I hate hate hate hate hate hateeeeeee lock pick systems in RPGs. There are several problems with lock picking and locked chests in RPGs and I want to go over exactly

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CRPG, lock picking, lockpicking
July 1, 2018
By Anthony
Uncategorized

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,

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