I came up with a concept for collecting ore, a molecular collector. Install it on a stone, then heat the stone with a laser so that the collector absorbs the ore molecules
Started making another mechanic for the laser cutter. Disintegration of the rock. There will be several phases, after heating the first Niagara is activated, stone particles appear from the static mesh
Game development question: what type of engine would you recommend for creating a point-and-click adventure game? I do a bit of java and python, mainly data-oriented, and I'm not against learning a new language if it makes sense to create this type of game.
I still often think about the negotiation screen in the original Theme Park.
It's an example of great, simple design successfully dealing with something that could likely be very dry and boring.
The meeting table biscuits representing time. The frames of character art building towards a handshake. The moody shadows. Trying to decide how bold to be before the time runs out...
It's simple, atmospheric, and makes me feel I'm at that table.
Balancing games is hard, so here's a quick tip! Decide on the scale of your numbers: big numbers grant you granular control, but they're less relatable for users. Small numbers increment fast (2 is double as strong as 1), but are simple to understand.
Every game starts with an idea. But how does it get from conception to release❓
In this book, author Alexey Savchenko has put together a practical guide, based on his 20+ years in #GameDev, to help you avoid the common pitfalls and deliver on your idea!
-Targeting puts the camera behind you
-Distance is based on target size (bigger = further)
-FoV adjusts when the cam can't move
-Right stick unlocks it
-When unlocked, it frames you + target!
For the future gameplay, I finished the first basic mechanics of the three related characters. So far it's very tentative, but I like the pace of the result
This quote from the article sums up the problem with Suicide Squad perfectly IMO
"With Arkham Asylum, the gameplay was re-worked to fit Batman's world.
With Suicide Squad, right from the start it looked like the DC Universe was being re-worked to fit the gameplay of a live service game in the loot shooter model."
I like the concept of having a place in the game where the player returns and completes a series of routine tasks. Over time, you get used to the place and know all its details, it becomes a second home
If there is no tower defense mode in the game, what other gameplay can be added for this place?
New parts of the location that are hidden at the beginning. Environmental elements that can affect the integrity of the place and the condition of the hero or what the place has. For example, cold or a storm outside. Physical phenomena inside, pressure in the pipes, overvoltage in the network, old rotten elements in the design, even flora...
You can mention many games where such places act as a base for crafting and storage. But the idea is different, such a place should be connected with the plot and have an influence on other events from the outside. For example, having some equipment that will affect events that change the behavior of enemies or the environment... Not even very much... The main thing is that this place gives the player hope and peace