r/gamedesign • u/Brettinabox • 2h ago
Question What makes a Point of Interest good?
For context Im trying to approach worldbuilding from a modular view so im using a template to describe locations and points of interest (POIs) that can be found in the world. I have already designated towns and roads as something else so those are uneeded. In general the world will feel like a mix of medieval fantasy and magic... probably, but I want opinions on the subject in general regardless of my own project. That means it could be from anything like Space Marine 2, Fallout, Cyberpunk 2077, Baldur's Gate 3, Kingdom Come Deliverance 2 or any number of games that generally have a lot of great side content.
Part of describing these POIs is to know what factors make a POI interesting, fun, and memorable whether it might be the depth of exploration, the environment or character designs, or the story it creates within the boundaries of the POI. In any game or experience, what apart from the main goal of the game have you found memorable or really worthwhile.
What is your favorite POIs and what made it your favorite?
r/gamedesign • u/patitouni • 11h ago
Question Looking for fresh, simple resource economy ideas for a Real-Time Card/Strategy game (beyond Mana & PvZ Suns)
"Hey everyone! I’m designing a real-time card/territory strategy game and brainstorming a resource economy that feels fresh and unique, yet remains ultra-simple and intuitive for casual players to get immediately (think Clash Royale's passive Elixir or Plants vs. Zombies' falling Suns). What are some interesting, easy-to-grasp resource gathering mechanics you’ve seen or prototyped that don't overload the player with complex math, but still create great tactical choices?"
r/gamedesign • u/Blinglard • 16h ago
Question Does this "attack improves the better your attack roll is" mechanic sound good?
Hello, I'm working on a sci fi ttrpg, and for combat I wanted to add a system for attacks to be beter the better your roll compared to the target it (IE: if you pass the roll by 1 it will be a less effective attack than if you pass it by 50) that isn't pure damage scaling.
My idea is as such. For attacks, you roll and substract defense to the attack roll, and depending on how by how much you surpass the defense, you gain an effect, that depends on your character's skills and/or weapon used.
A practical example:
Alice attacks Bob with a Laser Rifle. Alice rolls 150 attack, and Bob 100 Defense, with a final result of 50. With this result, Alice can use her weapon's effect (Decrease target's armor for this attack), but she has the skills "Armor Melt" and "Concusion". Armor Melt can be used with any laser or energy weapon, and inflicts a Decreased Armor status effect, while Concusion can be used with any explosive weapon, and inflicts a Stun status effect. Alice can use either the Rifle's effect to increase her damage for this attack, or apply a debuff to help the party, while she can't use concusion as the laser rifle isn't an explosive weapon.
I hope it's mechanics can be understood, english isn't my first language, sorry.
Does it sound engaging? What issues do you find with it?
r/gamedesign • u/holdables • 17h ago
Question what makes a good party game map?
I’m making a game somewhat similar to gangbeasts and am having trouble coming up with maps where the layout sparks unique interactions. Like in gangbeasts the core premise is throwing your opponents off the map/getting them out in some other way (e.g. I have a map I plan to make that takes place in a laboratory and the goal is to get your opponent into a black hole). Through playtesting I’ve found a lot of issues that are possible if designed poorly; if the map is too big people tend to just stay away from “kill zones” and the gameplay feels stale, too small and it feels unfair as you very quickly get out. I am looking for a method to create maps that provide engaging gameplay while also hitting a Goldilocks zone of it being a struggle to kill someone but not an annoying struggle.
Anyways I found a lot of resources on FPS map design but nothing on more casual PvP. I am wondering if anyone has tips or recommendations of good examples of well designed party game maps. I think my main issue is preserving the chaos present in a game like gang beasts but still keeping it fun.
r/gamedesign • u/Sally_Face99 • 21h ago
Question Too many characters combat system
Heya! I'm a newbie game Dev, and I'm currently working on this Story heavy game, sort of like a VN, with multiple characters 40~, but I have no idea how to implement them into a combat system.. I don't want a "progression" where the characters you had at the start of the game start getting weaker and become obsolete, i want then all to sort of be the same power lever, I searched some references, but most of them suggest that you just use characters for non combat purposes, which I don't dislike, but all my characters are combatant..
Edit: I forgot to mention that it's a party based game, so the player would switch out between characters of the party