Spawning Manager – Version 2.0

In version 1.0 we explored the beginning architecture for a Spawning Manager; however, it was not perfect, and at the end we talked about some problems with its design. We are going to try and address some of those concerns with a version 2.0 of the architecture. Lexicon Below are any new terms that will […]

Spawning Manager – Version 1.0

My personal philosophy on system design is that the more I can automate data entry, the better my life. One of the more laborious and error prone tasks is setting up enemy encounters. This is a task that can, with the proper setup, become almost entirely data driven. Over the course of several articles I […]

The Hierarchy Reasoning

The concept of Hierarchical Reasoning is a key component in defining anything, and its understanding was a critical step in my game design education. Once you understand it, and its importance, your third eye blossoms and you awaken to its purposeful applications in your levels, your fight encounters, and even your systems. It does this […]

The Art of Boss Design

Boss fights are the linchpin of your entire combat experience, possibly your entire game, as one bad experience is all it takes to bring your game to a screeching halt. Something so important, so integral, demands effort and attention to detail, but for most projects they are relegated to the very end. Why? I was […]

Designing Fun Combat

I have covered a lot of different topics about combat: How to design your enemies, how to design your combat encounters, how to define the gap, and the importance of depth and breadth. This covers a lot of ground, which is great, but it is high time we grasp for the slippery opponent that isfun. […]

Pacing Graphs

Every time you create a chart, a table, or a graph you are attempting to visualize and communicate important information, but often, people approach the task with a careless and blasé attitude that leads to a muddying of their message, which ultimately leads one, even with the best of intentions, to chart the wrong course. […]

Fibonacci Game Design

Good systems find a balance between keeping the player guessing and keeping things simple; this means both knowing how many options to provide the player, and knowing when to say no to something regardless of how cool. It involves things like how many weapons to have in the game, how many talent trees, or how […]

Defining The Gap

Your cast is the story. The story is your cast. These are not separate entities, and if you fail to deliver a strong, compelling cast, then your grand imaginings will be as flat as day old soda. A story follows a meaningful flow. The protagonist, our player as avatar, takes an action, and she expects […]