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WHATS EVERYONES FAVOURITE ASPECT OF GAME DESIGN?

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Whether it be concept art, design documents, sprite/modeling work, mapping, programming, dialog, plot, or beyond, put your favourite part of making a game below!
Coming up with (lame) ideas and how they might be implemented.
Roden
who could forget dear ratboy
3857
the suffering

jk it's the lore and worldbuilding, most likely. Love that shit. Love it so much I forget to actually work on the tangible game
Making new systems and breaking the game engine in ways I never thought possible. So much fun to think of a new idea, think "that's not possible," then miraculously find a way to make it possible.
I just realized i forgot my own favourite part, lol
I love writing plot and characters, that's why I picked RPG maker in the first place.
author=Roden
the suffering

jk it's the lore and worldbuilding, most likely. Love that shit. Love it so much I forget to actually work on the tangible game


I feel ya LMAO (also world building and lore rule, it can be more fun to imagine a world than to create it imo)
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
Coming up with (lame) ideas and sharing them in hopes that someone else will do all the actual work or pay me millions just for the ideas.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I'm big into narrative design. I love figuring out ways to blend the story and the gameplay together into one coherent package. RPGs are the best way for me to scratch that itch by designing gameplay styles unique to characters and lore.
Marrend
Guardian of the Description Thread
21806
For me, it's probably coming up with interesting game mechanics. I probably started to realize it during a two-day create something challenge, where I pushed toward the initial build of my nigh-infamous Wand of Blasting mechanic. While I would never want to do anything like it ever again, the Unite mechanic that's in Baclyae Revolution is, perhaps, my crowning achievement even if the game, itself, is maybe okay. Though, I would be remiss if I also didn't mention Myriad Cypher . Items that have price fluctuations each time a map transfer occurs? Limit player inventory to 50 items in total? Randomly generated quests, whose monetary reward is based on the shortest distance between where you're at and the target location?


I suppose that's the reason why these games are my "showcase games" on my profile page.

*Edit: Lemme just throw down the examples of the Wild Arms 3 style encounter cancel system of Heaven's Gate, which I'm pretty sure was refined a bit in Trail of the Interloper.
I seem to love making huge design documents for games that are twists on the mechanics of something commercial that I've just been playing. I've made over 70 of these.

I just made a document about a kind of Ogre Battle: March of the Black Queen remix that changes the way battles and alignment and a bunch of other things work. Then thinking about how to implement all of that in RPG Maker, coming up with an interesting setting/story, all of the characters' abilities, etc...

I seem to love this the most, because I rarely move on to making the actual games (tedium).
author=Marrend
For me, it's probably coming up with interesting game mechanics. I probably started to realize it during a two-day create something challenge, where I pushed toward the initial build of my nigh-infamous Wand of Blasting mechanic. While I would never want to do anything like it ever again, the Unite mechanic that's in Baclyae Revolution is, perhaps, my crowning achievement even if the game, itself, is maybe okay. Though, I would be remiss if I also didn't mention Myriad Cypher . Items that have price fluctuations each time a map transfer occurs? Limit player inventory to 50 items in total? Randomly generated quests, whose monetary reward is based on the shortest distance between where you're at and the target location?


I totally relate to you on that, I've been on a major kick the last few months of coming up with new unique mechanics in my own game. Things like weapons that have a knockback ability, or shops that generate completely random loot, or armors that leave you with literally no defense but give you a bonus 40% max HP. It's so much fun thinking up new ideas, then busting out the game engine and thinking "how do I make this work and break the engine even further?"
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