Loot based (Stat Heavy) Dungeon crawler with emphasis on RNG, Exploration and Grinding using Autobattle. Explore progressively difficult dungeons using portals that take you on an adventure. Your goal as Watcher is to stop the corruption from spreading to the source. Source is magic that is fuel for the soul. Collect precious Roguestones from defeated monsters - that grow in power as you acquire XP and grant your party member the abilities and attacks of monsters. Simple design. Deep mechanics. Inspired by Eastern and Western RPG systems. Hundreds of unique items that enable combat diversity. Roguestones that grant you build enabling skills from defeated monsters, and gain XP allowing for limitless action with Autobattle. Dungeon Rules that add random rewards and difficulty to Epic dungeons. Retro-inspired design in a new fresh and modern RPG Game.
How RNG in Games can make your game, ‘FUN’.
The following is a theory of mine.
What is RNG? It is a set of procedures and instructions that simulates chance by generating a pattern or table of possible results. It’s luck. Plain and simple.
It stands for Random Number Generator.
RNG prolongs the life of your game by offering it different results each play-through or rather a reward that wasn’t discovered during your first or subsequent plays. Why? Because you experience something different as a result. Longevity, being that is still feels fresh.
My game, ‘Roguestone,’ uses RNG quite frequently and I hope through my use of RNG, that my game will be considered fun even if it’s my first game. It’s a technique I plan to use in a majority of my development.
An example of this is Loot Tables, with variance in stats, to allow chance to determine how strong or weak an item is for the player. The likelihood that an item is the same based on stats is unlikely even if they share the same prefix or suffix, since there is variance which implies even more luck is added to determine the result. The strong weapon a player of my game may acquire so he can continue to experience more chance for better rewards possibly.
The player is playing for the possibility to get better rewards, and it is my goal to offer that possibility with each result having a base result that differs from other possible bases making it somewhat unique. As a result of chance.
Big games use this technique and games I’ve personally fond of to this day, use RNG very well.
Although it shouldn’t stop at Loot Tables, as RNG can offer a multitude of experiences when applied to Environment Design as well as Mechanical applications.
In my game, I use procedural generated levels to make the environment the player experiences, different even if they play through the same level multiple times. There are different Rewards each time the player plays through the same level with different layouts.
I also use something in my game what I call, ‘Dungeon Rules’ which apply a global mechanic change to the standard mechanic using RNG and random lists to make the experience very different then simply playing the same level with a different layout.
RNG needs a purpose to determine it’s value to the player. Say as an example, the purpose is to get a stronger piece of gear or to increase your score or to get more currency or points that your game may use. Depending on the purpose of what the player is looking to do, will determine it’s value to the player. Value being what makes that purpose, “FUN”.
Does that make sense? If it does. That is the power of RNG in games.
You will want to determine the purpose and list those purposes in tiers (levels) that a player will want to accomplish in your game. By doing this you create a blueprint on what the actual value a player will give it when using RNG for that purpose.
Now, you have control over how your game is using something like ‘Luck’ to give it ‘Value’ and make it, ‘FUN’.
Thank you for reading my theory on this. If you have comments or feedback feel free to respond.
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