First of all apologies for the long break since the last blog update. Unfortunately the realities of game development, or really the crunch mode where we have been for the past months, has meant that we had to sacrifice updating the blog in order to concentrate fully on development. Now as we are gearing towards beta and finally the launch, we’d like to get to blogging more often… Well, let’s see how that goes!
Ok, that thing sorted out, let’s talk about today’s subject, which is randomness as a game design concept and how it affects Druidstone. Randomness can be found in many places and in many forms in a game. For example, are levels fixed or randomly generated (tried that, didn’t work for us)? Are combat values such as hit chance, damage, damage reduction and so on random numbers or fixed? Are enemies in levels randomized? What about loot drops and items? Is enemy AI based on random behavior or do they follow strict deterministic rules? Each of these questions can be answered independently, so you end up with a design space with a large number of different combinations, each with their own feel and effect on gameplay.