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August 21, 2018

How Great Games Beat THE GRIND

I've been thinking about grinding ever since I started designing combat for the game. From the time where combat was just going to be a simple turn-based affair, I've included things like auto combat, different attacks, time bar messing around, effects and states, items, perks, and alien unlockables. I hope you see I take the negative effects of grinding very seriously! :D

This video has a very interesting take on the issue, I thought it deserved sharing with you guys.

How Great Games Beat The Grind (YouTube)

Comments (4)

M
Matt Ahn · August 21, 2018

I like the idea of a very in-depth combat and there are many features here that I remember from old RPG games that were amazing. My only skeptical issue, and please take this positives, is that this is without a doubt something very ambitious and I wouldn't be surprised if this took a long time to work with. I just hope that such a deep combat system won't hinder development on other parts of development for not only Ben X but also Shagworth's. Otherwise, super excited to hear this!

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Newman · August 22, 2018

Well, the way we see it, it's all about getting the base mechanics right -with the whole plan for combat always in mind, refering to the design documents any time a question about which way to go arises- test them to hell and back. Tweak them, perfect them. Only then, add new features. We hope being this thorough will solve future issues, and WHEN they arrive-as the fuckers do-, hopefully we have planned ahead for the contingency.

D
Doomyo · August 21, 2018

Cool video and its nice to see your interested in making combat fun and not just a grind time sink. Being on Renpy you don't have to much to work with but first test build was better then I thought it would be.

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Newman · August 22, 2018

And that was just the basics. We will expand much further, hehe. Time bar, items, perks... Akanoes is really pushing Ren'py's limits!