@benjamin_soule_ @FreyaHolmer As a programmer practicing game design, I was surprised by how true this is for me, too. I'm 100% on Team Strong Typing, but when I switched to using Lua to build prototypes, I could feel the mental shackles come off. It felt so much easier to just hack in whatever came to mind.
@TylerGlaiel The reasoning seems simple: Assume you selected a deck that has a 50+% winrate. Drawing this card will likely make your winrate worse. So you shouldn't play this card.
Maaaybe you could sideboard it if you expect a 10-90 matchup in your meta and you have no better options.
I'm currently hunting for modern roguelikes/lites with turn-based party combat that aren't card battlers.
So far, I've got Darkest Dungeon, Into the Breach, For The King, and Star Renegades. Any other games to suggest?
Check out this thing I made: https://t.co/9jEggaacAb
Yes, I'm still working on my main thing, but I needed a working break. So I let myself work on this for a while. And it was quite refreshing.
If you happen to be a Quest for Glory nerd like me, you may enjoy this.
@TylerGlaiel Back in the AAA world, it took me a while to learn that my primary output as a programmer was not code, but solved problems. Code is a powerful tool to solve problems, but it's not the only tool.
@werezompire Could be something as simple as animating the characters to add emotion, or even just varying the pacing to spice up the delivery. Maybe think about how each character talks and how that causes their dialogue to be delivered in a unique way.
@werezompire I think you would need to do something interesting with its presentation as a text-only game. If "text-only" just means "you'll be doing a lot of reading", I mean, I like reading, but it sounds like a harder game to enjoy.
So far, I've run three preliminary playtests of my new combat system. All three testers made decisions differently from each other, and in ways that reflected their personal gameplay styles.
I think this one might be a winner.
@ArchOmegaEgo@TylerGlaiel I have been living this truth for the past two months. So many design problems that seemed to have good solutions, but vital constraints only emerged once the original decision was placed into a specific context, both within the game and within me.
@ArchOmegaEgo I think it was @TylerGlaiel who said (heavily paraphrased) game design decisions are more often an artifact of the skills/interests of the people who made them. Like, there's no abstractly perfect game design, but rather the design that's right for the person/team making it.
@ChevyRay Nice, looking forward to seeing it someday!
I feel similarly about doing graphics/shader stuff. I'm focused on finishing a milestone this month, but I plan on doing some experiments with graphics/shaders next month to define the visual identity of my project.