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#gamedesign

21 posts21 participants2 posts today

Our traditional Halloween release is creeping closer…

🎃 And with it, an ancient evil makes her return!
Accidentally unleashed last year, she’s back—and letting her wander free is definitely not a good idea. The damage she could cause to couples in love? Let’s just say, dangerous doesn’t even begin to cover it. 😏

That’s why our protagonist, backed by his loyal army of waifus, must uncover her mysterious past and find a way to contain her once and for all. But if there’s one thing we know about demons like her… it’s that they never go down without a fight.

To succeed, our hero will first need to lure her out, then weaken her, and finally, capture her. Sounds simple? Not quite. The real questions are:

✨ Will our hero be able to rise to the challenge?
💋 Which of his love interests will land him her… aham… helping hands?
⏳ And most importantly… will we manage to release the update right on time?

The answers (and plenty of surprises) await in our biggest update of the year, launching on October 31st—right on Halloween.

Stay tuned, because we’ll be sharing more teasers and previews very soon… and trust us, you won’t want to miss them. 🔥

A huge thank-you to all our Patreons—you’re the reason we can keep creating these wild, crazy stories we love. 💖

⭐ Favorite | 🔁 Reply | 🔃 Boost to support the development of our game!

Odd smol game design pet peeve
or at least preference

Don't put "+2% move speed" and "press 3 to launch a devastating rocket, cooldown 2 minutes" on the same build currency

If there's a build currency that grants or upgrades magic spells or other game-changing actions, I want to *feel* each decision

It's fine to have incremental allocated points too, but put them on a different screen, awarded at a faster rate or in greater quantity

Сундук из неоновых снов: как я собирал киберпанк по кусочкам

Изначально вдохновение я черпал из нейросети. Огромное количество чатов, десятки промптов, сотни сгенерированных картинок — всё это было похоже на погружение в яростный поток цифрового хаоса. Я пытался поймать ту самую искру киберпанка: холод неоновых огней, вкус ржавого металла на языке и ощущение, что город живёт собственной жизнью. Причина проста — нормальных референсов на подобные киберпанковые ассеты в сети почти нет, и приходилось буквально вырывать вайб из воздуха. Цветовая палитра формировалась под влиянием культовой тройки: Cyberpunk 2077, Deus Ex, Shadowrunner. Неоновые акценты, матовый пластик, отражения металла — всё это я вплетал в работу. Когда первый концепт был готов (собранный из рефов нейросети и моих личных дополнений), на свет появился прототип сундука. Нужно посмотреть

habr.com/ru/articles/940036/

ХабрСундук из неоновых снов: как я собирал киберпанк по кусочкамИзначально вдохновение я черпал из нейросети. Огромное количество чатов, десятки промптов, сотни сгенерированных картинок — всё это было похоже на погружение в яростный поток цифрового хаоса. Я...

#gamedesign
Another thing i was working on inched forward when i put together some ideas about how to implement stances and maneuvers in turn-based combat with some status effects i had on the back burner.

I stitched together some things from character Body (size, inventory, etc), Class, and the new status effects. What sets these effects apart from the standard fare is they're "all in your head," such that manipulating a character's emotions is key to hampering their ability to fight.

This was a totally accidental idea i had after i realized i had spent oodles of time on the physical aspects of character design and virtually nothing on the mental and emotional aspects. And things... just kind of clicked. I'm working on a diagram, maybe I'll be able to post something--showing the different stances and maneuvers and such.