Tag: RPG Battle Mechanics

Jul
12

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…and its now at a point where I can update you with what I consider pretty “feature locked” game play updates. […]

Nov
18

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 […]

Jul
25

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 […]

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
21

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 […]

Jun
20

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). […]