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16 votes
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Ubisoft's colorblind simulation tool, Chroma, now available for public use
29 votes -
When Playdate stopped being fun
41 votes -
The design of puzzles
12 votes -
‘Pokémon Go’ video game maker Niantic acquired by Scopely for $3.5 billion
27 votes -
Playdead Studios co-founder Dino Patti alleged he was threatened with an IP suit from fellow co-founder Arnt Jensen after things "went downhill" between them
5 votes -
Danish toymaking giant Lego has said it wants to start to bring video game development in-house
19 votes -
127 rapid-fire questions for Split Fiction's Josef Fares
8 votes -
Warner Bros. shuts down three game studios, cancels Wonder Woman title
26 votes -
How to fix the biggest problem every realistic shooter has
8 votes -
Tactics fans: What do you think of turn order?
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order. It's a harder design...
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order.
It's a harder design decision than I thought, so I thought I'd ask for opinions.
I'm trying to make a game in the style of Shining Force, where the turn order is determined by a unit's status. There's quite a few games like that, but I'm wondering if that design is actually good. The thing that makes that style of game good is that they're actually fairly easy, and the "noise" of stat-based turn order, where you can't depend on a specific turn order, seems to make the game harder. Or at the very least, it closes the door on more precise tactics. I've had plenty of experiences where I thought a unit was safe because they had enough HP for one more hit, and the enemy ended up hitting them twice before their turn came up.
In reality, I'm actually pretty set on keeping this in my engine for better or for worse (boy, is it hard to resist expanding scope), but I'd be interested in hearing some opinions nonetheless
18 votes -
Swedish studio Liquid Swords confirms layoffs after pledging to implement 'sustainable work model'
6 votes -
I don't want to be this kind of animal anymore | Disco Elysium analysis
17 votes -
Paradox Interactive announces a binding agreement to acquire developer Haemimont Games, which will become a wholly owned subsidiary
14 votes -
Electronic Arts slashes BioWare after ‘Dragon Age’ sales miss
26 votes -
GDC 2025 survey shows PC game development growing with lots interested in Valve's Steam Deck
27 votes -
Before FNAF: The strange beauty of Scott Cawthon's other games
3 votes -
How do save systems shape games?
5 votes -
The three types of detective game
7 votes -
Wurm Online is a cosm of desolation and decay
7 votes -
How Balatro was made and why the creator expected to sell only six copies
14 votes -
What it's like to release a game on Steam
12 votes -
Fallout's Timothy Cain talks about encumbrance in games
16 votes -
raylib v5.5
9 votes -
Thunderful Games announce 100 layoffs and cancel projects – say they'll publish more games by other studios, but fewer of their own
5 votes -
How Fallout's Timothy Cain would make the worst RPG ever
5 votes -
The case for left-handed representation in gaming
Hi and hello all and fellow southpaws, With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would...
Hi and hello all and fellow southpaws,
With the increasing option to pick from genders between characters (unless heavily tied into story and designed that way) it feels like the next option would be to have left-handedness become an option.
As a lefty I always felt a little "left" out (pardon the pun) in games as soon as I saw a gun or weapon being held in the "wrong" hand.I know CS2 makes the option available if you dig a little, which is a great start.
So my question is, do you know of any other games that deserve a call out for already having this? Games that might need this (character fantasy) or just a shout out in support of the idea, feel free to discuss below.
Cheers!
26 votes -
What is the key 'gameplay loop' in a MUD game?
I'm currently building a basic MUD as a (very productive so far) learning exercise. Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online...
I'm currently building a basic MUD as a (very productive so far) learning exercise.
Obviously MUDs have the same mix of appeals as other RPGs do: exploration, progression, combat, PvP, online community etc.. But what in your experience is the key mechanic the game needs to nail to keep you coming back? When a MUD clicks with you, what itch is it scratching?
All examples welcome, even those that are not MUDs but may be applicable to MUDs.
22 votes -
Twelve years and $700 million later, what's going on with Star Citizen's development?
36 votes -
Starbreeze Studios admits it made poor design decisions on Payday 3, but has plans to turn the heist FPS around
8 votes -
An astrophysicist attempts to measure the physics of Outer Wilds
23 votes -
Annapurna video-game team resigns, leaving partners scrambling
45 votes -
I'm a game developer with a special interest in horses and riding. I wrote a lengthy guide on what could be done better when adding horses to games.
55 votes -
Starbreeze Studios has announced major changes to Payday 3's creative leadership team – continues to struggle against its decade-old predecessor
9 votes