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
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,
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 things
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