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So if you're making factions in your game then here's what you can learn from Swadia:

Have easy enemies to allow for xp farming
Use geography to create challenges

What lessons did you take from Swadia?

#gamedevanalysis #gamedeveloper #indiegamedev

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The big drawback is the location

Swadia takes up the middle of the map, meaning every enemy faction can attack from any direction, and will often move through it to attack other factions

It means you're never safe even when you're in your own territory

#gamedevanalysis

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I think the lesson from this first quest is:

Give the player a reason
Use weak enemies but use them strategically (high numbers / against even weaker allies)
Reward the player at every step

What's your thoughts on the first quest?

#gamedevelopertips #gamedevanalysis

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Why the Skulls are terrifying enemies

The Skulls, Metal Gear Solid: The Phantom Pain, feature periodically but are a terrifying encounter

I believe this is due to a few simple characteristics done expertly, a trademark of Kojima game design

#gamedev #gamedevanalysis #games

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A version of this system can work for randomly generated gangs with a theme and trait, but it's just not the same

It does change the way you deal with them, but you don't get that personal nemesis

#gamesystems #gamedevanalysis

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Microwave man is a simple platformer

But it's more interesting because it uses a microwave robot

lesson here: be a little weird, a little strange, a little different, and you can make simple into interesting

#gamedevanalysis #gamejamgame #gamejamgamereview

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Ignore the blur, I'm not sure why it's like that

1 v 1 fighting is hard, but Wombat Combat had an interesting feature that makes it interesting

The enemy is constantly darting around, leading to moments where it's behind you, and can get hits in

That's neat

#gamedevanalysis

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The Hardland fight is great

He starts on the upper level, and runs between walkways

So you're looking up, but he's placed mines on the ground

A great example of using elevation to create gameplay moments

#gamedevanalysis #gamedev #bossfight #falloutnewvegas

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Fallout New Vegas is terrifying

The Repconn basement is cramped corridors with invisible enemies that attack with melee weapons

Cramped spaces, strong melee enemies, and a player disadvantage = memorable gameplay moment

#gamedevanalysis #gamedev #falloutnewvegas

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Telltales Batman manipulates players PERFECTLY

We all know Harvey Dent in 2 face
So we do everything we can to prevent him from turning

Saving him instead of others etc

But he turns anyway
Which reinforces the question of "does Batman make a difference"

#gamedevanalysis

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TellTales Batman is the best Batman gaming experience

Because it puts you in the mind of Batman

Do you choose your own interests, or the interests of the city?

THIS IS BATMAN AT HIS CORE

And you have to make those choices

#gamedevanalysis #telltalebatman

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Manbat is memorable because his introduction sticks with you

It's a completely unexpected jump scare, which shocks the player

That shock stays with you, and stays in your mind whenever you're grappling in case it happens again

#gamedevanalysis #arkhamgames

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Deadshot changes the rules, which makes him a memorable boss fight

Everyone else sees in a straight line

But his laser can bounce off walls, making cover weaker

1 enemy having simple but different behaviour can lead to memorable movements

#gamedevanalysis

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Mr Freeze is the perfect Batman game boss fight

Because it puts you in the mind of Batman

YOU must think of ways to damage him, and then execute them

It makes the mental connection between player and character

#gamedevanalysis #arkhambossfight

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The Scarcrow boss fights are simple

Avoid him, and some simple traversal challenge

But it shows that simple mechanics can be memorable if you have great visuals

and in this case... the enemy is MASSIVE

Simple changes, memorable experience

#gamedevanalysis #arkhambossfight

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Why are Minecraft’s spiders so terrifying? - Jambuckett Spiders can be a difficult enemy for games to get right. Many games will feature spiders in name alone, with their behaviour copying a wolf / wild enemy who pursues the player if they get too close.…

Minecraft's Spiders can be terrifying

All because of their unique behaviour compared to other enemies

Here's why it works and how to replicate easily that terror in your own games

#gamedev #gamedevanalysis #enemybehaviour

jambuckett.com/why-are-mine...

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Why is the Warden so terrifying?

He spawns due to your failure

The player will sneak through his lair trying not to summon him

But if they fail, they’ll likely be deep in the lair

Meaning just running away is a HARD task

Creating a memorable moment

#gamedevanalysis

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The gulag creates a memorable moment of high tension

Fights in the game are sudden and frantic

But the gulag is a 1v1, you wait for it, you watch others fight, and death is the end

It turns simply dying into a moment you don’t forget

#gamedev #gamedevanalysis #gulag

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Lowdown is a fascinating map

The underwater sections allow for almost invisible traversal but leave you open to attack

Leading to a trade off between surprise attacks (that need to work) or a more traditional firefight with fallback options

#gamedev #gamedevanalysis #cod

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Why is Nuketown a fast paced map?

Each "area" has a minimum of 3 possible routes enemies can come from

Meaning that you're always running around, always watching your back, and always at risk

#callofduty #gamedev #gamedevanalysis

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Analysing Minecraft’s Zombies Minecraft's Zombies aren't a lethal threat, but they do grab the players attention. Here's why

Minecraft’s zombies, while not a lethal threat, do require the players attention

Want to make interesting enemies for your games?

They don't have to have complex behaviours, but they do need to do this...

#gamedev #indiegamedev #gamedevanalysis

jambuckett.com/analysing-mi...

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