A simple way to simplify communication about distance.
A simple way to simplify communication about distance.
There is no truer test of the combat designer than a boss.
Learn what makes combat fun through the analysis of goals, intentions, and constraints.
“Nothing moves forward in a story except through conflict.” – Robert McKee
I have worked on five games in the past six years. I have written countless word documents, set up countless excel files, modeled levels, written code, and even drawn a few maps; but I cannot show you any of this.
The player requires only the moves that get the job done in the coolest way possible.
All moves are broken down into three stages: Action, Reaction, and Result. The player performs some action, his opponent reacts, and it results in both of their status changing