I wonder if this lull is due to approaching college finals and job searches.
Jackson Green
That would make sense.
Mason Reed
>1. What's more important--the feel of a game or the balance of a game?
I think the two are pretty intertwined. I'd say at the start of a project, however, that focusing on the feel should be the priority. Once you've laid the groundwork for a game that feels right, then you can worry about balancing.
>2. What are (You) best at? Writing? Art? System design? How does this affect you game?
I like to think I'm pretty all right at system design, compared to abysmally mediocre at writing and terrible at art. When designing, I like to focus on the mechanics and build them up to feel as though they belong in the same game and lend themselves toward ease of play while still being interesting. My main downfall, however, is realizing I spent so much time finetuning the idea of a mechanic only to realize I've broken the others or put myself into a rough spot with adding the next one.
>3. What are you currently most proud of in your game?
I haven't had the time or confidence to get a playtest going, but I think my initiative system is pretty good on paper.
Hunter Thompson
Does anyone know the maximum dimensions supported by hexographer?
Ian Diaz
Early thread bump.
Eli Martinez
I have not done anything productive in weeks. Been pretty shitty, and I have no real excuse for it. Best I got is I got a new computer and everything is still on the old one.
Xavier Martinez
We gotta get off our collective butts and get inspired
I'm trying to make cybernetic shit for the game but I struggle with balance/defining the qualities
Caleb Murphy
What's the concept you are going for with the cybernetics in the game? Crude, sophisticated, enhancements, replacements?
Justin Williams
>1. What's more important--the feel of a game or the balance of a game? The feel drives the balance. Even professional vidya developers will often balance by feel rather than strict mathematics, and many things cannot be mathematically compared.
>2. What are (You) best at? Writing? Art? System design? How does this affect you game? Amongst those options, I'd say System design. My writing is meh and I don't do art, but I love looking into all kinds of games and their underlying mechanics.
>3. What are you currently most proud of in your game? I guess it would be the style of my mechanics. Things like weapons, armor, spells, and even character advancement are designed like a cooking analogy: take a bunch of ingredients and throw them in a pot, see what comes out. I'm still determining exactly what all the game should accomplish, but it would make a lot of sense to add a dungeon generator, or perhaps even gm-less content creation. Building and crafting are at its core, whether it's concrete things like spells and equipment or more abstract like your character or a dungeon map. It's exciting.