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#combatdesign — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #combatdesign, aggregated by home.social.

  1. Statistically, the Servitor has 'Low Force' but 'High Precision.' They won't crush a player's armor, but they will surgically disable a weapon's firing pin or sever a backpack strap.

    Mechanics Tip: Use 'Precision' units to strip resources from players rather than just depleting HP. It creates a much higher sense of panic.

    #StatBlock #TTRPGMechanics #CombatDesign

  2. Statistically, the Servitor has 'Low Force' but 'High Precision.' They won't crush a player's armor, but they will surgically disable a weapon's firing pin or sever a backpack strap.

    Mechanics Tip: Use 'Precision' units to strip resources from players rather than just depleting HP. It creates a much higher sense of panic.

    #StatBlock #TTRPGMechanics #CombatDesign

  3. Statistically, the Servitor has 'Low Force' but 'High Precision.' They won't crush a player's armor, but they will surgically disable a weapon's firing pin or sever a backpack strap.

    Mechanics Tip: Use 'Precision' units to strip resources from players rather than just depleting HP. It creates a much higher sense of panic.

    #StatBlock #TTRPGMechanics #CombatDesign

  4. Statistically, the Servitor has 'Low Force' but 'High Precision.' They won't crush a player's armor, but they will surgically disable a weapon's firing pin or sever a backpack strap.

    Mechanics Tip: Use 'Precision' units to strip resources from players rather than just depleting HP. It creates a much higher sense of panic.

    #StatBlock #TTRPGMechanics #CombatDesign

  5. Statistically, the Servitor has 'Low Force' but 'High Precision.' They won't crush a player's armor, but they will surgically disable a weapon's firing pin or sever a backpack strap.

    Mechanics Tip: Use 'Precision' units to strip resources from players rather than just depleting HP. It creates a much higher sense of panic.

    #StatBlock #TTRPGMechanics #CombatDesign

  6. The Core Pulse ability serves as a defensive "get-off-me" tool. By applying immediate Freeze Stacks and a brief blindness effect, the Stalker forces teams to scatter, playing directly into its preference for isolated targets.

    Do you prefer enemies that force repositioning, or enemies that tank through the line?

    #CombatDesign #GameBalance #TTRPGDesign

  7. The Core Pulse ability serves as a defensive "get-off-me" tool. By applying immediate Freeze Stacks and a brief blindness effect, the Stalker forces teams to scatter, playing directly into its preference for isolated targets.

    Do you prefer enemies that force repositioning, or enemies that tank through the line?

    #CombatDesign #GameBalance #TTRPGDesign

  8. The Core Pulse ability serves as a defensive "get-off-me" tool. By applying immediate Freeze Stacks and a brief blindness effect, the Stalker forces teams to scatter, playing directly into its preference for isolated targets.

    Do you prefer enemies that force repositioning, or enemies that tank through the line?

    #CombatDesign #GameBalance #TTRPGDesign

  9. The Core Pulse ability serves as a defensive "get-off-me" tool. By applying immediate Freeze Stacks and a brief blindness effect, the Stalker forces teams to scatter, playing directly into its preference for isolated targets.

    Do you prefer enemies that force repositioning, or enemies that tank through the line?

    #CombatDesign #GameBalance #TTRPGDesign

  10. The Core Pulse ability serves as a defensive "get-off-me" tool. By applying immediate Freeze Stacks and a brief blindness effect, the Stalker forces teams to scatter, playing directly into its preference for isolated targets.

    Do you prefer enemies that force repositioning, or enemies that tank through the line?

    #CombatDesign #GameBalance #TTRPGDesign

  11. "Emotion Echo" is a way of making the Calamivox a mirror to the party’s state. If the players are panicked, the unit gains bonuses to its "Uncanny Mimicry" and fear-based attacks. If the players remain calm, the unit may become erratic or desperate. It turns the players’ own dice-roll failures into its mechanical fuel.

    *Question: Do you prefer monsters that react to player stats or player behavior?*

    #TTRPGDesign #GameMechanics #CombatDesign

  12. "Emotion Echo" is a way of making the Calamivox a mirror to the party’s state. If the players are panicked, the unit gains bonuses to its "Uncanny Mimicry" and fear-based attacks. If the players remain calm, the unit may become erratic or desperate. It turns the players’ own dice-roll failures into its mechanical fuel.

    *Question: Do you prefer monsters that react to player stats or player behavior?*

    #TTRPGDesign #GameMechanics #CombatDesign

  13. "Emotion Echo" is a way of making the Calamivox a mirror to the party’s state. If the players are panicked, the unit gains bonuses to its "Uncanny Mimicry" and fear-based attacks. If the players remain calm, the unit may become erratic or desperate. It turns the players’ own dice-roll failures into its mechanical fuel.

    *Question: Do you prefer monsters that react to player stats or player behavior?*

    #TTRPGDesign #GameMechanics #CombatDesign

  14. "Emotion Echo" is a way of making the Calamivox a mirror to the party’s state. If the players are panicked, the unit gains bonuses to its "Uncanny Mimicry" and fear-based attacks. If the players remain calm, the unit may become erratic or desperate. It turns the players’ own dice-roll failures into its mechanical fuel.

    *Question: Do you prefer monsters that react to player stats or player behavior?*

    #TTRPGDesign #GameMechanics #CombatDesign

  15. "Emotion Echo" is a way of making the Calamivox a mirror to the party’s state. If the players are panicked, the unit gains bonuses to its "Uncanny Mimicry" and fear-based attacks. If the players remain calm, the unit may become erratic or desperate. It turns the players’ own dice-roll failures into its mechanical fuel.

    *Question: Do you prefer monsters that react to player stats or player behavior?*

    #TTRPGDesign #GameMechanics #CombatDesign

  16. What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
    #gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal

  17. What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
    #gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal

  18. What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
    #gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal

  19. What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
    #gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal

  20. What does a combat designer do? Look and feel is just one part, but a very important part. Here's the "After" of a new ability. Check the replies for the before
    #gamedev #indiegamedev #indiegames #combatdesign #wrestling #beatemup #madewithunreal #unreal

  21. Another nice touch in #Steelrising is that game's active reload mechanic will subtly cheat to make sure you always get a minimum reward. The general rule is that when you run out of stamina, you have a window to press triangle and get some of it back. You get more if you respond earlier, interpolating down to nothing if you miss the window entirely. But, if you look at the stamina bar at the bottom left of this gif, you'll see it jump to a minimum value after a late reload.

    #combatdesign

  22. Just finished #Steelrising and want to call out some neat stuff they did in combat, starting with how enemy parries are handled.

    When your attack is deflected, there's an easily-recognizable visual effect where your attack should have hit and a sharp ding sound. Then, as your character recoils and the enemy winds up to counter attack, the game slows down and puts a low-pass filter over the audio. It all screams, "Stop mashing and take a defensive action now!"

    #combatdesign

  23. "The Volstruckers" from the new Welcome to Wildemount album has inspired a new #gamedesign side project: I want to try create and choreograph a boss battle with Astrid and Eadwulf. I've never done #cinematics or 3D #combatdesign before, so this will be a good chance to create a new portfolio piece and branch out into some lesser-used skillsets. Any advice or guidance is welcome!

    #CriticalRole #Wildemount #gamedev