NokiMo
Newman
Newman

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How Great Games Beat THE GRIND

I've been thinking about grinding ever since I started designing combat for the game. From the time where combat was just going to be a simple turn-based affair, I've included things like auto combat, different attacks, time bar messing around, effects and states, items, perks, and alien unlockables. I hope you see I take the negative effects of grinding very seriously! :D

This video has a very interesting take on the issue, I thought it deserved sharing with you guys.

How Great Games Beat THE GRIND

Comments

Well, the way we see it, it's all about getting the base mechanics right -with the whole plan for combat always in mind, refering to the design documents any time a question about which way to go arises- test them to hell and back. Tweak them, perfect them. Only then, add new features. We hope being this thorough will solve future issues, and WHEN they arrive-as the fuckers do-, hopefully we have planned ahead for the contingency.

Newman

And that was just the basics. We will expand much further, hehe. Time bar, items, perks... Akanoes is really pushing Ren'py's limits!

Newman

I like the idea of a very in-depth combat and there are many features here that I remember from old RPG games that were amazing. My only skeptical issue, and please take this positives, is that this is without a doubt something very ambitious and I wouldn't be surprised if this took a long time to work with. I just hope that such a deep combat system won't hinder development on other parts of development for not only Ben X but also Shagworth's. Otherwise, super excited to hear this!

Matt Ahn

Cool video and its nice to see your interested in making combat fun and not just a grind time sink. Being on Renpy you don't have to much to work with but first test build was better then I thought it would be.

Doomyo


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