As I work on my 3rd Turn-Based Tactical game, I'm sharing my insights into how fundamental design choices affect the gameplay, and sprinkle it with a couple of specific hints how to solve some of the more common design problems.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Schiltron--Counter for Attacks of Horsed TroopsSilver Caprice
Designed for countering Attacking opponents Horsed Troops like Hussars, Dragoons, Heavy Cavalry, Almost all Horsed wave are at its core based on Defense + Attack Debuff and variations upon that.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
SHORT: Turn based tactical design fundamentals - TAKEAWAY.pdfKacper Szymczak
As I work on my 3rd Turn-Based Tactical game, I’m sharing my insights into how fundamental design choices affect the gameplay, and sprinkle it with a couple of specific hints how to solve some of the more common design problems.
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
Schiltron--Counter for Attacks of Horsed TroopsSilver Caprice
Designed for countering Attacking opponents Horsed Troops like Hussars, Dragoons, Heavy Cavalry, Almost all Horsed wave are at its core based on Defense + Attack Debuff and variations upon that.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
SHORT: Turn based tactical design fundamentals - TAKEAWAY.pdfKacper Szymczak
As I work on my 3rd Turn-Based Tactical game, I’m sharing my insights into how fundamental design choices affect the gameplay, and sprinkle it with a couple of specific hints how to solve some of the more common design problems.
My TGC 2018's presentation about Roguelike game design which talks about design aspects of this genre and how we can utilize some of them to our (not necessarily Roguelike) games.
Military Science for Game Designers (Fixed Typos)David Baron
My presentation focuses on explaining the correlations between military science and game design. I will showcase the reasons I believe modern game/level designers should study military science principals by presenting how I use them in my own work including at AAA studios especially in designing open world missions.
Balancing is a problem seemingly no one exactly knows how to tackle. Should you calculate it all? Should you tinker with values until you're satisfied with every detail? Should you turn to focus tests? I aim to propose a different approach and treat balance as something inherently systemic. I'm going to talk about structuring systems and content around a balanced framework. I will elaborate on my experience with such an approach in Phantom Doctrine, focusing on solutions we utilized and effective techniques required to master the balancing of a lengthy campaign in a complex game.
You have an application that works well on a single node, and you’ve heard that Erlang lets you scale out in a cluster. How do you go about doing that?
We’ll walk through the steps I took to turn ExVenture (a multiplayer game server) into a distributed application.
Starting with connecting nodes in development and production, to picking a cluster leader via the Raft protocol, and dealing with process groups to fan calls throughout the cluster.
Finally we’ll see some of the hurdles I encountered when spanning multiple nodes.
A brief study of genres in the video game and entertainment industry.
The genre is a very broad term for the gaming industry since it categorizes the game characteristics and fundamentals of gameplay.
This presentation will help you to understand the current genre and trends of the video games for all the platforms including consoles and PC games.
Kill Gunner Shot war is a very interesting, elegant first person shoot game.
As a commando, you need a great courage in the face of the fierce enemy.
You must destroy the enemies , complete the tasks.
Similar to Turn based tactical design fundamentals and a handful of tips - takeaway version (11)
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
2. ABOUT ME
● 6 years as Multiplayer Designer at Techland
○ Call of Juarez 1,2,3
● 7 years as Lead Designer at CreativeForge Games
○ Hard West, Phantom Doctrine
● 2+ years as Creative Director/CEO at Artificer
○ working on our first turn-based tactical game
23. Square grid
● Xcom
● Jagged Alliance 2
● Into the Breach
● Invisible Inc.
● Mutant: Year Zero
● Mario + Rabbids
● Banner Saga
● Phoenix Point
● Wargroove
● Fell Seal
● Warhammer: Mechanicus
● Fallout Tactics
24. Square grid
● Line of sight/line of fire fairly easy to read
● Good for blocky buildings, interiors
● Not so good for irregularly-shaped environment
36. ● Xcom 2
● Gears Tactics
● Into the Breach
● Mutant: Year Zero
● Mario + Rabbids
Simplified (~2 AP)
37. Simplified (~2 AP)
● Easy to comprehend
● No math to do
● Don’t have to memorize AP costs
● Never left with a remaining handful of useless APs
● No room for subtleties
● Unfit for deep simulations
● Good enough for most games
● Fast play
38. Lots of AP
● Jagged Alliance 2
● Battle Brothers
● Invisible Inc.
39. ● Room for depth
● Slower play
● AP costs to remember
● Occasional remaining points
● Micromanagement can be tiring, especially in end-game
● Good for simulations
● Nerds love it, general public probably not so much
Lots of AP
40. Hybrid
Phoenix Point hybrid system:
● Small number of APs (4)
● Most actions take 2AP
● APs can be depleted partially
(movement)
APs are depleted partially
for a shorter move
41. Hybrid
● Rewards slow movement, slows the game down
● Deceptively simple, but not intuitive
● Added depth not a good deal for loss of simplicity
● Interesting design idea
● Not sure if worth it
42. Fallout Tactics:
● Medium-sized AP pools
● Issue orders in real-time
(as long as there are APs)
● APs replenish in real-time
Real-time-ish
43. Real-time-ish
● Loses the benefits of real-time - its sluggish
● Loses the benefits of turn-based - no time to think
● Dead end?
● Doubtful if worth exploring
45. TURN ORDER SYSTEM
● Turn per side
● Timeline with turns
● Continuous timeline
● Limited number of character per side each turn
46. Turn per side
● Xcom
● Jagged Alliance 2
● Into the Breach
● Mutant: Year Zero
● Invisible Inc.
● Gears Tactics
● Valkyria Chronicles
● BATTLETECH
● Mario + Rabbids
47. Turn per side
● Simple, common
● Little interruption, easy to execute a plan, easy to combo attacks/abilities
● Sluggish with lots of units
● Not great for huge battles
● Good for synergy
48. Timeline with turns
● In a turn, all units acts based on their Initiative stat
● Every unit acts once
● Battle Brothers
● Warhammer: Mechanicus
No more units,
turn ends here
49. Timeline with turns
● Battle is played one unit at a time
● Focus on the next big threat on timeline
● Unaffected by scale
● Great for huge battles
● Because of interruptions, not great for planning and synergy; reactionary
50. Continuous timeline
● Similar to timeline
● Initiative is also a cooldown
● There are no turns
● Fell Seal: Arbiter’s Mark
51. Continuous timeline
Compared to timeline with turns:
● initiative benefits can stack
● faster units can skip over slower units
52. Limited number of character per side each turn
● Player picks one character to move.
● Then the enemy picks one character to move.
● Skyshine's BEDLAM
53. Limited number of character per side each turn
● Game narrows down to ~2 units
● The reason it works in chess is units remain unengaged for most of the time,
and when they do, the engagement is instant
57. Simplified
● Accessible, readable
● Can feel counterintuitive at times
● Can generate silly situations (as with all
simplifications)
● Good for games about guns
● Mainstream appeal
59. Simulation
● Deep
● Can be hard to read
● Naturalistic
● Implementation has to be perfect to work; can be demanding
● Nerds love it
● For deep games about guns
60. Line-of-Sight only
● Cover merely defines lines of sight
● No added benefit from cover
● Battle Brothers
● Into the Breach
61. ● Very simple
● No depth
● Units roam more
● Symmetrical
● For melee games with an occasional bow
● Good if you don’t want to bother with covers in environment
Line-of-Sight only
65. Full orientation
● Room for depth (backstabbing)
● Additional micromanagement
● Positioning can look weird
● Detrimental to visuals (limitations in idle animations, no cover-sticking)
69. ● Defensive play more interesting
● Better overwatch balance
● Visuals can be tricky (grid, overlapping cones)
● Overall - great
● If you have guns and overwatch, this is they way to do it
Occasional orientation
71. READABLE COVER
● Make cover readable at first glance.
● Your cover assets should all be blocky.
● Not all environment contexts will lend themselves to this.
72. TIME SPENT THINKING, NOT WAITING
Don't make the player wait.
Your two main challenges:
● Fast execution of orders
● Short enemy turns
Solutions:
● Make all actions as fast as possible
● Simultaneous orders (Xcom)
● Fast forward (MYZ)
● Fewer units (smaller scale, or relying on reinforcements)
73. DON'T OVERDO HALF COVER
If there are walls nearby, treat half-cover as decor.
74. ATTACK AFTER MOVE SLOWS DOWN THE GAME
● Moving after attack enables hit and run
● Hit and run is best countered by overwatch
● Both hit and run and overwatch are defensive plays
75. GET YOUR SCALE RIGHT: FIT IT INTO THE SCREEN
● Make gun ranges as big as how much level you see on the screen
● Fit arenas/chokepoints on the screen
76. THE IMPORTANCE OF LINE-OF-SIGHT BREAK
● Triple walls = safe places
● You need safe places to give room for your
healing, support abilities
● They allow you to organize the space -
players tend to conquer the level from one
safe area to another
3 full covers -
the only truly safe spot
77. TURN-BASED TACTICAL = RISK MANAGEMENT
● Random chance doesn’t mean that ANYTHING can happen
● Make risk manageable
● It’s ok for a flimsy plan to fail (20% can always miss)
● It’s not ok for a great plan to fail miserably (90% should never miss)
78. DO YOU REALLY NEED ELEVATION?
● No
● You need visual verticality instead
79. ABILITIES ARE KING
● Don’t cut corners or save resources on abilities
● One good ability can make the whole game click