Category: Mechanics
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Procedurally generated dungeons
I finally got around to improving the way procedurally generated locations work. Now, locations can have a procgen tag, which causes the game to look for a default set of rules for generating the location when the player enters it. This lets me specify things like which dungeon generation algorithm to use, what tiles to…
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But is it a roguelike?
It’s been an interesting week for thinking about the word roguelike. On Tuesday, I was finally forced to admit that the game I am making is, in fact, a roguelike: I’ve been working on procedurally generated maps this week, you see. And with that final piece of the puzzle slotted into place, I finally felt…
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Numbers getting bigger
Here’s a fascinating article on the math behind incremental games; Numbers Getting Bigger: The Design and Math of Incremental Games, by Alexander King. You know what it all boils down to? It’s this handy formula: Price = Base Cost × Multiplier(#Owned) It works particularly well, psychologically, if the multiplier is set between 1.07 and 1.15.…
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What makes “Clicker Games” good?
Here’s a nice little YouTube video from RealityEscape on what makes a clicker game good: Just in case the name didn’t give it away, Bones of the Idle has a strong idle/clicker component. When you’re gathering materials There’s a few points raised that I want to briefly talk about in the context of Bones‘ design:…