Delaney King Profile picture
Jun 18 18 tweets 4 min read Twitter logo Read on Twitter
#gamedev
Okay so lemme just drop a serious lesson about game design for this whole trending thing.
Why is this the ideal design and can we boil it down further.

Yes, we can. Image
This design is simply a difficulty slider.

That's it.

You have a choice at every single stage to make your life harder or easier by picking a direction.
With dungeon levels, the idea is that the deeper you go, the deadlier it becomes.

As you press on, your opponents get harder and your resources are used up.

Reversing your direction takes you back to a safe space with resources.
As a character gains level and resources, the difficulty slider is more and more biased towards easy at the extremes.

For starter designers, a simple trick is to match "level" of dungeon with "level" of player. If you can pass through with some resistance, you have it set right
Allowing players to press on or backtrack gives them a risk and reward based on playing time.

Do I trudge back to the village or just keep going?

It's a stick or twist with boredom as the currency.
Physically you don't need this exact layout. You can have the safe space as the core of a zone and have rings of difficulty the further away you get. Like an onion. ImageImage
This is the model that early MMOGs used. Around towns, you get rats and kobolds- grinding mobs for low levels within easy retreat distance to town.
You can see a different model used in Elden Ring, which is punish and run.

Punish and run is where you cannot evaluate a threat based on distance or depth- you only know dangeer when it absolutely destroys you. Then when you do know the difficulty you are forced to run by.
The difficulty is set by the player by sprinting or riding past a big threat and circling back when you think you are ready.

This is the same thing, but rather than distance as your threat slider, you just have to be bullied and beaten for hours on end until you build a map...
...in your head of the difficulty settings.

But for those of us who don't enjoy being one shotted twenty feet from the start of a game and want to judge our risks in a straightforward way the "dont wander off the path" method is a winner.
"Dont wander off the path" is the leaving the safety of the village and going off into the wilds.

The Hobbit and Lord of The Rings starts in the safety of the shire and progressively ramp the difficulty as the adventurers travel.

It's distance based.
We see "don't wander off the path" in many fairy tales so it is built into our cultural view of danger and risk.

Little Red Riding Hood, Snow White, Hansel and Gretal... shit gets real once they stray from the path.
Remember, this isn't a spoon fed linear path. This is about the simple choice of leaving safety and heading into the heart of darkness.

The hero story always has the hero leave safety, delve deeper into the "underworld" and return with boons for the village.
The levels of a dungeon and the town/shop is basically the hero's journey on a progressive loop. ImageImage
A good design allows you to experience the hero's journey at the pace you are comfortable with, and let's you challenge yourself by biting off more than you can chew... or think you can chew.

It also allows you to skip the grind and go in hard if you are a good skilled player.
Why grind levels 1 to 3 to get decent armour from the village when you have the mechanical skills to dodge everything, spot the traps and predict the boss fights? Just dive right through into level 4 with a basic sword and test yourself.

Hell, see if you can run level 10
So in summary, allowing players to ramp their difficulty to their comfort by using physical space is a strong games design concept.

Hope that helps.

Go make that game. X
As always I am not paid for this shit, so if you want me to eat, drink and keep warm, you can support me here:

ko-fi.com/dellak

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More from @delaneykingrox

Jun 18
Absolute truth here. One thing I can tell you is never work for or with your heroes.
Never 'for' because it makes you exploitable.
Never 'with' as the real human will spoil any love you had for their work.
#gamedev
The games industry takes the "dream" energy of young employees and milks it. You work long hours, accept unpaid overtime or low wages because you hunger to be part of that dream.

You are easily exploited and discarded once you wake up or are burnt out.
Instead aim for companies and teams that you feel will support and mesh with you, that will care to some degree about you.

This is why I suggest starting with established indy if you can, rather than throwing yourself into the AAA machine.
Read 7 tweets
Jun 18
The comments fall into three main categories.
A) people naming games that do this.
B) people saying they enjoy the fuck all bits because holding down a stick is fun.
C) people who do not understand what a joke is and are very angry about the lack of detail in my diagram.
This is, brace yourself, not a complete game design document.

But if you want a complete one I offer reasonable rates for design :)
I mean, a complete one would need at least a few dots on it with things like "rock you clip through here" and "npc encounter that fucks up if you approach from wrong direction".

And if you like Elden Ring I could copy paste a few bosses and slap on a red fresnel shader.
Read 5 tweets
Jun 17
My hand sculpted oldschool chaos dwarfs are returning to production!

@FenrisGames in the UK will be releasing the entire range, including the unreleased variants.
Shipping from the UK in the top quality resin you expect from Fenris. ImageImageImage
I am currently working on adjusting the masters taking advantage of the new material- (so the flag poles will be sturdy and modular).
I had to stop production on the original metal models because shipping from Australia suddenly became ridiculously expensive and the majority of my customers where in Europe.

Now you can grab ultra light models from the UK. :)
Read 4 tweets
Jun 17
#gamedev DM question re this post: basically asking about dynamic cloth.

This quick paint over demonstrates cloth for a static mesh. The original artist simulated the cloth and had to sub divide to get a passable bend...

However
...once the cloth had settled and baked into the static mesh, thr extra topo does nothing. And of course the edge is jagged.

So this example shows how the orientation of the grain of the mesh helps make nice bends.

The same is true of dynamic mesh!
You still want a well subdivided mesh for dynamic cloth, however you don't have to have the grain in a lateral/longitudinal grid.

You can have it diagonally orientated, or adjust the density and orientation to accommodate certain areas such as where the legs raise on a tunic
Read 4 tweets
Jun 17
Once again for the people at the back, being depressed and being very sad are not the same thing at a biochemical level.

The activities that alleviate sadness have little or no effect on depression.
Anyone who says "hey just play with your cat" or "go for a walk in nature" have clearly not faced actual depression.
Trying to cheer up someone who is depressed is about the same as asking a diabetic to think really hard to make some insulin .
Read 11 tweets
Jun 9
#gamedev
Okay so joints are best thought of as the central pivot of a ball.
Like you get on action figures.

The joint should go in the centre of the mass, NOT where out bones actually are.
To give you an example- poke your finger into your hip joint at the side and move your leg around, find where the joint in a human is.

Okay so what you have no doubt discovered it it is near the outside of our leg, not the middle.

But this is because of how our bones work...
Human bones are curved, so they can absorb shock. You don't want a straight bone as the force will run down the length and shatter it. See how our hip socket is actually deep, comes out then bends down.

BUT 3d bones are a straight line between two pivots. Image
Read 16 tweets

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