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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 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 25, 2018
By Anthony
Coding

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

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Game Development, Layers, Models, RPG Data, Scriptable Objects, Tactical RPG, Unity
June 24, 2018
By Anthony
Game Design

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

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RPG Data
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