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July 12, 2019
By Anthony
Development

Development Update: Massive News

Howdy! It's been quite some time from my last update but rest assured I've been working hard to make Grrbls

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Game Architecture, Game Development, Grrbls, RPG Battle Mechanics
November 18, 2018
By Anthony
Development

Development Update: Actions, Perks, And Stats — Oh My!

It's been a very busy month since last I posted but this has been one of the most productive sprints yet. The game is approaching a very playable alpha. I think in the next little while I will be able

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equipment, Game Development, Game Introduction, gear, Grrbls, Layers, RPG Battle Mechanics, unit editor, Unit Stats
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 3, 2018
By Anthony
Game Design

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

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Battles, Borderlands 2, Borderlands 2 Loot System, Character Creation, Diablo 3 Loot System, Drop Rates, Drops, Game Development, Loot Drops, RPG Battle Mechanics, RPG Loot, Tactical RPG
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 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
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