Posted a bunch of BE/Game Dev related posts on tumblr recently, so I figured I’d link them here, if only to help me find them later but also to share them.
I’m very active only tumblr so if you’re interested in BE stuff but also don’t mind me mostly posting Evangelion pictures and bad memes, tumblr is a great place to follow me. I’m definitely the most glib and open there. Even more than on twitter. Generally I try and save this blog for real complete thoughts, but sometimes fun content ends up elsewhere. Anyways…
Post about my earliest games (MZX stuff is super proto-BE stuff)
Quick Roundup of Naomi Idle Animations over a Decade
Sprite Making Process
Level Design Process
I saw two posts on a forum that I vaguely sometimes follow (despite my better judgement) that encapsulated a lot of what I see beginning designers do wrong with questioning design. They ask questions like these two… (No offense to these two posters, you just made good examples)
“Do fighting games need chip damage?”
“Are dizzies in fighting games good?”
These topics got good answers and discussions and asking them as is was better than not asking at all, but I believe this is the wrong way to ask these types of questions. The question shouldn’t be if something needs something — nothing needs anything (okay not strictly true, but whatever). Good is intensely subjective. The question should more be along the lines of…
Why do fighting games have chip damage? What does chip damage DO?
This is step one for any other question! “Oh, chip damage forces people to act rather than block forever (usually against keep away characters) in situations where throws aren’t a threat.” yeah you could say more about what chip damage does, but this works here. From here you can ask the other two questions! Is this good? Well doing nothing in a game about doing stuff is one of those things that is usually bad, so nah, this is good. But you can imagine situations where this question isn’t cut and dry. For example “This mechanic rewards players with higher APMs in RTSs”. Depending on who you ask you’ll hear differing opinions on whether thats a good feature for a game to have . The goals of the designer and of the game will decide if that is good.
And now you can look at “do they need this” in a meaningful way. Do you want to support those features in a 2d game with distance zoners? No? Well maybe you don’t need it. But at the same time, it is my understanding (though this is an area outside of my expertise) that most 3d fighters have chip damage on everything (And soul calibur 5 might even have it on throw breaks? Not sure). Those games, due to the timing and recovery of attacks, usually have more risks associated with attacking (since you can more easily be punished). so chip damage is another way to help force action and allow players benefits from using the longer attack string sequences 3d games are designed with. Okay. But lets say you hate chip damage! You can replace it with stuff! Guard breaks, intense meter gain for the attacker, a Guilty Gear style RISC bar (GG still has chip damage but I’d say it doesn’t NEEEEEED chip damage. Even if it benefits from having it). You can do a bunch of stuff I’m probably not thinking of. But you have some idea the shape of the design piece you’re taking out of the game design puzzle and what you’d have to replace it with for things to work.
You can get good answers from a poorly framed question and bad answers from a well framed question, but asking the well framed question helps you more likely get the information you need and frames things in your mind to tackle the issue in a more thoughtful and useful way.