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  1. A Game for Pollo
  2. RPG Game Design
  3. The secrets of game design.
  4. XNA Game Studio Express
  5. Platform Progamme
  6. A new approach to TCGs (or CCGs if you're oldschool)
  7. Educational potential of CCG-like game?
  8. Human Simulation in AI
  9. Dynamic Dialogue
  10. Game Career/Art/Design Assignment
  11. Arriving at a useful definition of a "glitch"
  12. Arriving at a useful definition of a "glitch"
  13. 300 Game Mechanics in 300 Days
  14. What makes a game addictive?
  15. game design first
  16. My next book about game design
  17. Article: Games That Are Rewarding
  18. What's your favorite online community, and why?
  19. Golden Balls - The Prisoner's dilemma
  20. Theoretical Fighting Game
  21. A fighting/strategy/collectible game idea?
  22. A playable RPG that could be written into a novel and vice versa
  23. Theme Help for a Strategic Puzzle
  24. Some backbone idea for a TCG...
  25. "Project: Shaper" - a make yer own cards and duel with em game
  26. Card Game Idea
  27. Prototype PvE combat system for an mmo
  28. Capture the Flag in HP/Killing Games
  29. Front End Menus
  30. Presenting Game Stories
  31. Games as puzzles
  32. An interesting game design
  33. What makes a competitive game fun?
  34. Are so-called "game designers" pointless?
  35. Does E. Honda's fierce throw need re-balancing?
  36. T. Hawk - thoughts about his SPD range
  37. Street Fighter Anniversary Collection Petition
  38. ST:HD for PC?
  39. Buttons: less is more?
  40. Ending rewards for "complete games".
  41. How to make boss fights hard?
  42. Radical Concept? An "Unloseable" Final Battle
  43. A different kind of competitive game
  44. An idea for the IDEAL fighting game I thought up right now...
  45. Idea for a 2D arena-based combat game
  46. Street Fighter HD tweaks for fighters
  47. "Momentum" based Fighting Engine
  48. Would applying in-depth character customization benefit 3D fighting games?
  49. Another Indie Gem!
  50. An RPG Enemy Mechanic
  51. An insight into what makes a competitive game competitive...
  52. Independent essay I'm thinking of submitting to the game design prof. @ my college
  53. Story of once a beginner
  54. intrusive games & execution
  55. Advanced Rock-Paper-Scissors combat game
  56. Unlockable Stuff Whyyyyyy?
  57. Hmmm...
  58. 3-team sports / 3-player games
  59. So what games transcend 'Rock-Paper-Scissors' at their base?
  60. "Dead Time" in turn-based games
  61. The controversy over Starcraft 2
  62. Trading Card Games...a thought...
  63. Hit pause in 3vs3 fighters
  64. Random elements on competitive gaming
  65. Projectiles in Fighting Games Balance Problems
  66. Projectiles in Fighting Games Balance Problems
  67. A non-programmer has a question about copy protection
  68. TF2 Unlocks
  69. Regenerating health in fighting games.
  70. How to determine turn order in a turn-based strategy RPG a la Final Fantasy Tactics?
  71. T.Hawk's whiff animation in STHD
  72. Status Quo apologists
  73. Technical achievement in fighting-games, why not?
  74. Are RTS's menu's too dexterity based? (mostly a criticism of Age of Empires III)
  75. Player vs Game: Who needs more variety?
  76. Pokémon – Turn Based Strategy is the game
  77. Can a 2d fighting game be good without projectiles?
  78. Poor diablo 3
  79. Multiplayer+RPG...is it me, or is this a bad mix?
  80. Female gamers, Why their number is so low?
  81. I want to play a Sirlinized Guilty Gear
  82. Soul Calibur 4
  83. Rpg design (somewhat long post with bad english)
  84. Dungeons and Dragons
  85. Zombie War (requires a stratego set)
  86. Brainstorming an MMO
  87. Designing a Turn based Tactical/strategy game, looking for comments/help
  88. Momentum Based Game System
  89. Computer Generated RPG Stories? Wait a Minute...
  90. On Barriers To Entry: Unpublished Information
  91. Continuity- Video game based around time travel
  92. The metagame - a necessary evil?
  93. Chess has slippery slope
  94. Card Game Idea
  95. How bad of an idea is increasing block-stun before guard-break?
  96. Day/Night systems
  97. What makes a fighting game 'deep'?
  98. More options vs. more power
  99. Dangerous Choice: a Multi-use RPG-esque Collectable-ish Card Game
  100. Competitive Games Rock-Paper-Scissors Article
  101. A different kind of RPG
  102. Puzzles Under Pressure
  103. Semi real time SRPG
  104. Mud and Blood 2
  105. Exposition and Storytelling in videogames
  106. Card Game
  107. Skill:Luck ratio in Monopoly?
  108. Third Strike is a great game with bad characters.
  109. What is solveability?
  110. Interview with Udon Jim K about SF2 Remix and SF4 an new gameplay features
  111. Customization vs Uniqueness in Character abilities
  112. DOA4 vs. Kongai
  113. What does "competitive" mean anyway?
  114. MUD combat systems
  115. Kayin and his game of Questionable Quality (And other projects)
  116. Invincible Hit-Stun?
  117. Jojo's Bizarre Adventure- Possible Competitive Fighting Game?
  118. Fighting Game Characters
  119. Hacking games to add depth
  120. Mugen - Make your own Fighting Game Characters
  121. Mortal Kombat game designers PHAIL
  122. Need MTG Example
  123. cosmic encounter w/ hidden victory conditions
  124. Conditional Probability Defintion of Slippery slope
  125. Idea: Forced Quit for fighting games (and other things)
  126. BattleCon
  127. What is the game design question, really?
  128. Sequels that fail: Etherlords II
  129. The Official "Thank Sirlin"-Thread
  130. Learnability not complexity determines (accessible) depth.
  131. Pseudo Random Distribution
  132. Design challenge: GM-less STG forum game
  133. Sirlin, I invite you to join the Donnybrook Committee.
  134. Fighting Game Input
  135. On Sirlin's "should be working on"
  136. Turn-based strategy/tactics
  137. Your definition of fun
  138. Split community: what should the devs do?
  139. Micro-level Yomi in RTS games: call for ideas
  140. Your take on the DRM issue.
  141. Aces Wild Design Problems and Solutions
  142. "Bamf"
  143. InTheory thinks Starcraft doesn't have slippery slope
  144. What is "Slippery Slope"
  145. The Popularity Paradox
  146. Enemy Patterns / AI
  147. Bloom!
  148. Something About my Planned Bowser
  149. Pressure: Underwater Survival Horror
  150. A Simple Way to Somewhat Fix Deliberate Drops
  151. Spectromancer: A card game without chaff?
  152. A game design challenge
  153. Double-Blind Game
  154. Fighting game balanced like Magic?
  155. Fighting game thought experiment
  156. Tear into Killer Instinct 1 and 2 please.
  157. So, how would YOU balance SFA2HD?
  158. Finite State Machines
  159. MUGEN, anyone uses this?
  160. Combos--Ruining versus gaming.
  161. A fighter conceptually opposite of Guilty Gear
  162. Slippery Slope:Conditional Probability Graph
  163. Earthworm Jim
  164. Card game where opponents build each other decks?
  165. Super God Delusion 64 - if it was a video game instead
  166. Auto-guard and stances
  167. Zombie Game Design - Help?
  168. DotA Consult
  169. [Theorycrafting] Hybrid Card & Board Game
  170. Should SF4 use all of HDremix's "easier" motions?
  171. Regarding Clicking Tax and user friendliness in SC
  172. Multiple Characters, Why?
  173. Pool of endurance
  174. Pool of endurance for real
  175. Pixel-Perfect Collision?
  176. League of Legends Interview
  177. Educational games and Suckage
  178. The next generation of games.
  179. Spectro Balance Changes
  180. Stealth Games
  181. Linking/Exceedingly difficult combos
  182. Game design business idea.
  183. how would you simulate a living economic environment in games?
  184. Forcing player to test items good or bad?
  185. Smash Bros design vs 2D Fighters.
  186. Value of APM
  187. Gamasutra article about SF2 vs SF4
  188. Fucking retarded: Copyright on a strategic decision.
  189. Grid keys, are they easier?
  190. Basic Design: The Perfect Fighting Game
  191. RPS Kung Fu game idea
  192. Some ideas on emergent behaviour games
  193. Jumping Music: level design trick shot
  194. Art Direction in Diablo 3
  195. Picking characters in chess
  196. Aces Wild
  197. Designing a rank system for fighters
  198. Fighters Changing Over Time
  199. Far Cry 2's Design
  200. Achron - The time travelling RTS game
  201. "Bad choices"
  202. Competitive value of Arcade Racers and Armored Core
  203. RPG move types
  204. Variable Feedback Loops
  205. Randomness in RTS
  206. Earning real money in games.
  207. The (financial) dark project
  208. Balance questions: how to prevent bad matchups
  209. StarCypher Battle RPG
  210. "Griefing"
  211. "Good Choices"
  212. Why are we not playing Starchamber?
  213. The New RPS of Fighting-Games
  214. Classifying Player Skills
  215. "Fairness" in a gaming context
  216. Create a "IQ" test game
  217. Player customized interface in fighting games
  218. Is it okay to design a game without the intent of being fun?
  219. Dodgeball with Helium-Filled Balls
  220. Darkball
  221. The totality of options or why some games have useless options
  222. Command crossup\submission hold good ideas for a 2d fighter?
  223. Competive Gaming
  224. Experimental game idea: "balancer player"
  225. Pixel City
  226. Withholding Information from the Player
  227. Everything is Better with Doubling Cubes
  228. Immensely Easy Reversals
  229. Dear Valve...
  230. unnamed flash game I built (first build) looking for feed back
  231. Personal Variant of Witch-hunt (/Mafia/Werewolf) with Unique Roles, Multiple Factions
  232. Hackers or computer security experts, lend me your wisdom!
  233. WaterD´s Review- The embodiment of scarlet devil
  234. The Puzzlefighter Game
  235. What if Zangief/Hugo had aerial 360s?
  236. Puzzle Fighter strategies
  237. History of SFII and game balance
  238. The Elewyn Berlekamp Challenge
  239. Critique my fighting game
  240. Fighting Games: The Geometrical Truth
  241. rules of boardgames
  242. Penny Arcade on Tiger Woods and Time = Privilege
  243. Game design of a physical game (laser tag)
  244. is the artistic aspect of a game necessary at high levels?
  245. Designing a Space Strategy Game
  246. Restrictions based strategy game idea
  247. Unintentional Design and a Few Followup Questions
  248. How I would make an RTS
  249. Interpenetration-Checks in 2D Fighters
  250. Another apm/sc thread: Q&A version