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game design

  1. Saldrone

    Vehicular mechanics in RPGs?

    I've thinking about how driving a vehicle could work in non-fantasy rpgs (it could be extended to the concept of riding animals and monsters though). They could be either just transportation tools like the highwayman in Fallout 2 or could have some combat use in enemy encounters as well having a...
  2. DJOGamer PT

    Incline Game Design Talk - Action Combat

    A thread dedicated to the discussion of the Design of Combat Mechanics and associated Systems in Action games - their working, their objective, the variety of their forms and ultimately their quality. This thread is not about any particular one style of Action Combat - be it within...
  3. Saldrone

    Games with Great Archery Mechanics

    Mention games that get the use of the bow and arrow right and fun to play. Whetever they are first-third person or isometric. For example, aspects such as... -Sense of physics and gravity -In fantasy games, the various elemental damage/crowd control effects magic arrows can do leading to a...
  4. OttoQuitmarck

    Design of party movement outside of combat

    So I'm working on a party-based 2D CRPG (in a similar style to Dark Sun: Shattered Lands) and I was wondering what you guys' opinion is on how other party members should be able to move outside of combat. If they should just not appear on the map at all and only appear whenever combat starts, or...
  5. MarathonGuy1337

    What Game Project(s) Are You Working On?

    Has anyone else ever been laid awake at 3:30 AM in the morning crunching on game design and been like... Wounder what other games people are working on? I'm currently working on a T-CRPG title which well call SFX-II as I don't have a finalized title yet, a sought of blend between old school...
  6. puur prutswerk

    Semi-Practical Game Design Ideas

    This thread is for posting game design ideas that (in my case have not been implemented yet because of lazyness) we want to post here to benefit gaming as a whole. I'll start with the postile state. In my limited experience, NPCs tend to have just two states, friendly and hostile. The postile...
  7. Robotigan

    While branching narratives are a good roleplay mechanic, they're an underwhelming game mechanic.

    For all this talk about choice & consequence, the degree to which you can manipulate the game state and the depth of their consequences just pales in comparison to essentially any non-narrative game element. You know what game is more "replayable" than Planescape Torment? Tetris. I'm not saying...
  8. Games with deep character progression?

    So hey, Hi all, I kind of stumbled around here looking for possible games to try. Some say that when you don't know something you should ask someone who knows and it seems this forum may be a good place to find that someone. I don't know what is the etiquette around here, but I figured I...
  9. DJOGamer PT

    KickStarter [Poll] Best XP model

    So what way of gaining XP do you like the most? Vote and post your reasons. The models are pretty simple: > XP from quests - you get XP only by completing quest objectives or other overaching objectives (like completing a chapter, goal, etc...) > XP from actions - you get XP from your...
  10. Diff Spikes vs. Attrition

    I've a game design question for you. Which of the two do you prefer more; - challenge enforced by battles of markedly higher difficulty than usual, with tougher, stronger, smarter enemies which will make you reload often; - challenge enforced by many unavoidable battles with moderately...
  11. Divine Blessing

    On Contingency

    On Contingency the hype on Player Agency is another symptom for the markets demand on more individual freedom in RPGs following a long-term trend. non-linear, later on environmental storytelling (show, not tell) and finally sandboxes became standard, although overall its simply branched...
  12. Princess Maker style games and other Non-Combat mecahnics

    What ideas you have for RPGs that are not your usual combat or pseudo-combat( Griflands "Diplomacy", Thea's card based "Skill Checks") And that aren't just CYOA scripted branches with skill checks( Disco Elysium) You have survival games and base management games(Rimworld) but they aren't...
  13. Vapourware Sandbox Strategy RPG Design Brainstorming

    I opened a Discord for my project and I am looking to get some Discussion and Feedback on some of the concepts. If you are interested in games like Kenshi, Crusader Kings 2, Mount and Blade, Dwarf Fortress, Rimworld. The Guild 2, X3/X4, Starsector, Star Traders Frontiers. Where you have a...
  14. Why are Gun based RPGs so much more rare then the sword rpg's

    I don't think it is a huge leap of a conclusion to make when stating that there are more Fantasy sword RPGs then ones where guns are the main weapon of choice. Why is this? What makes gun based worlds so much less of a persuasive option when creating choice and roleplaying based worlds?
  15. Enrymion

    Vapourware What exactly is C&C? And how to do it in simulationy rpgs?

    People talk about how important it is for games to have choices and consequences that matter (or at least I talk about it) but when I started to think about how to make a game that had it I realized I don't really even know what exactly I mean when I say I want C&C. If I take it literally then...
  16. Esthershen

    Memory Trees : RPG Life Farming simulation game - Alpha Available

    Memory Trees RPG Life+Farming Game the game will be quite big. I plan that there would be shops to buy tools, items for harvesting, planting, fishing, etc. Then there would be mini events to score our crush. I believe that this will take a long time to finish:We want to make a game that make you...
  17. What do you want to improve in RPGs?

    Is there anything in RPGs that you see as a problem that seem to repeat itself in most RPGs. Example of a couple of things i frequently think about is how much random encounters destroy the fun in games and that NPCs often just repeat the same thing, feel mechanical and lack of personality...
  18. Vapourware How would you design a RPG combat system under this constraints?

    I already have some ideas in mind for a project that I am doing but I want to bounce some ideas so as to not be locked in them. Restrictions: You control only one character. No party, no companions. Tactical turn based combat or at least Real-time with Pause. No twitch combat, no careful...

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