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Game design for balancing

Name: Anonymous 2014-02-13 8:47

Alright guys, I've decided it. I'm writing up the biggest documentation resource on game design ever (mostly game balancing for now), and you guys can help me.

https://github.com/affiszervmention/permadeath

Game design as in making up rules, mechanics and gameplay, and things about implementation too, not as in level design, character design and things like that.


It has a lot of collisions with computer science problems.

Here is a list of problems I aim to discuss for now:

**PROBLEMS**

+ inflation
+ power balance
+ cheating
+ bot majority (cheating)

**MEASURES**

*inflation*

+ asymptote/controlled drop rate
+ zero resource output

*power balance*

+ full loot
+ permadeath
+ classes/item tweaking (old, will not discuss it)
+ automatic balancing

*cheating*

+ obfuscation (yeah, that's a given; I won't discuss it)
+ zero sharing (could limit your game's beauty a lot)
+ many-player confirmation (but that creates a problem by itself: bot majority)

*bot majority*

+ cryptographic authentication (an open problem in crypto-currencies and CS in general, how to compete with the ever-evolving hardware?)

Name: Anonymous 2014-02-13 17:49

>>1
What are the games you personally have developed?

If you have not done this at all, all your effort is no different from a virgin explaining how to have sex really good based on his or her extensive experience with watching porn. And would be discarded by anyone except other such meaningless virgins.

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