Welcome to Game Design Library

Game Design Library is a hand-curated, catalogued collection of game design links. Learn more

5 items tagged with oil

Stop for Big Moments!

https://www.youtube.com/watch?v=OdVkEOzdCPw

feedback oil Smash Bros

Using a small stop effect when the player gets hit or dies, can make a huge impact of the game. Without it, players be confused about how they got hurt or killed. The stop can range from a simple pause, to a fancier player death effect. Layering on a screen shake and slow-motion after death, can make the effect even more obvious and dramatic.

How Do You Improve Turn Based Combat?

https://www.youtube.com/watch?v=ktogjiX3eI4

turn-based combat RPG JRPG Disgaea Persona 5 Paper Mario Pokemon Super Mario RPG Dragons Quest Fire Emblem cross-game analysis oil

Turn-based combat is often slow and grindy. How can you improve it? Speed up actions, intros, and attack animations; use quick-time events so attacking and defending are interactive; streamline menu navigation; integrate turn economy (add, cancel, speed up, and slow down turns); reward players with new moves, interesting tactical choices, and story bits between battles; make interesting, unique monsters; use fights sparingly; grant small rewards like skill-points.

Building Better Crafting Systems

https://www.youtube.com/watch?v=Nj7EaryBgak

crafting cross-game analysis oil theory mechanics balance

An in-depth look at the three components of crafting systems: collection, crafting, and usage - and how to make them shine; mistakes to avoid that make crafting laborious; how to make simple crafting meaningful; and when your game should and include crafting: to give players control over the way they play, and an organic way to interact with the mechanics.

Oil it or Spoil it!

https://www.fortressofdoors.com/oil-it-or-spoil-it/

game analysis final fantasy Dragons Quest x-com oil

We often talk about game juice as cascading actions in response to user input, but what about oil? 'Oiling' a game to remove user pain can drastically improve it. Examples from Dragons Quest, Final Fantasty I, and X-COM illustrate pain-points and their solutions.

Vagrant Story and its lessons for uninspired JRPG game design

https://www.gamedeveloper.com/design/vagrant-story-and-its-lessons-for-uninspired-jrpg-game-design

JRPG Vagrant Story oil

Many JRPGs, old and new, reuse mechanics out of tradition or nostalgia, despite them being poor game design (e.g. random encounters). We can innovate and make more fun games: include customization, remove unnecessary towns and areas, make unique areas, reward exploration, making battles meaningful, etc.