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1:15 AM
First test cut. :)
 
 
4 hours later…
5:44 AM
Wow, that's sharp
 
 
2 hours later…
8:11 AM
I think I found the holy grail
 
 
2 hours later…
10:18 AM
Hey guys
How a game can be re-made so it's interesting to walkthrought it again and again?
 
 
1 hour later…
11:42 AM
@PaulD There are a number of different strategies one could use, depending on the kind of appeal you want the subsequent playthroughs to have
eg. I might want to try a new character class / build (western RPGs & dungeon crawlers like Diablo), or see how different choices affect the story. It might be a procedural or roguelike game where the world is different on each play...
I might try to out-do my performance on my first run, if the game has skill-based challenges with degrees of success and strong comparison feedback...
I saw an interesting survey of different techniques for incorporating procedural elements into the game's narrative, so it's different each time:
 
All good points. Another thing could be a new mechanic all together, like a Survival Mode that makes things way harder, and therefore experienced players will wanna try and beat it. Another it choices that close off some content. So doing a certain quest can either close a certain area off or open a previously closed one.
 
12:24 PM
@TheMattbat999 This reminded me of COOP/Multiplayer as another source of variation - I've re-played games over again just to experience them with different people.
 
 
1 hour later…
1:31 PM
@DMGregory now that does encourage replays (if you have lots of friends, unlike me)
 
 
3 hours later…
4:47 PM
Not everyone get this one..
 
5:04 PM
@AlexandreVaillancourt where the **** is the ******* humor in that ****?
 
5:34 PM
@AlexandreVaillancourt i don't.... please explain
 
6:26 PM
@AlexandreVaillancourt i get it.
 
you're*
it's*
grammar nazis would chip in asterisks :P
 
yeah
 
@AlexandreVaillancourt um no it is really spelt your in the given context
And the it's is wrong.
 
6:45 PM
from a real website
 
@TheMattbat999 you're not going to believe :)
@Almo "Hey Jim, do you think we should send this to our layer for approval?"
 
:D
 
7:41 PM
@Pikalek That's also an option, I guess :)
 
7:58 PM
@AlexandreVaillancourt oooooh :D
 
That's what I get from it. Pikalek found some other solutions to it :P
 
 
1 hour later…
9:19 PM
@AlexandreVaillancourt OH I was referring to "about your surgery"
 
Kay
9:36 PM
I'm currently creating a buff/debuff system to go along with my game. Why in turn based games duration of buff and debuffs gotta be so weird at times
like some I'd like to fade when the turn starts, other when the turn ends. It immediatly gets reaaally messy once a character buffs/debuffs another
then it might be better to let them fade irrespective of the target. But what is when the turn order changes or the caster dies or both
 
10:27 PM
@Kay Every rich buff system I've seen has basically boiled down to a scripting language for arbitrary gameplay behaviour. :/
 
Kay
10:40 PM
@DMGregory yeah currently thinking of a way to bypass buffs and debuffs in a sense or atleast in a way that they are more streamlined like only fading start/end of turn etc
like my game is supposed to be a roguelike, so I'm currently wondering whether I should care about damage persisting between fights or not. The core mechanic for preventing damage was very slay-the-spire esque where you can use mana to generate block. Block would reduce the damage the damage by that linear amount. Block would fade once your turn starts
So I guess I'll be fidle with the core concept again
 
11:22 PM
@TheMattbat999 Yeah, there are two
 
@AlexandreVaillancourt ok
@Kay effects should persist for a certain amount of turns, maybe some lose effectiveness over time. Like fire will soon dwindle off of its target.
Well, atleast that is what I think
 
Kay
The problem I am having is rather of technical nature and how to have it consistent with the rest of buffs.
 
11:41 PM
Well, have a 3 arrays: one stores the id of the buff or debuff, the other for how many points it deals, and the last for its turns left. At the beggining or end of each turn, use a loop to check the id list. If a valid id is there, check the points and apply the effect, and subtract a turn. If it is at 0, erase all the data for that buff.
Then add the data for new buffs by searching each array for an empty set. It is workable, @Kay
 
Kay
I'm well aware how I can do a quick solution for it to work
 
I am sorry. Just trying to help
 
Kay
No worries. I'm just doing what I do
Rant-Driven-Development
 
11:59 PM
Hmm... play other games for ideas. And then you can put it off as "research". I am currently "researching"
 

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