I'm a general game developer with over 11 years of game industry experience. I've been a game designer, CEO, programmer, producer, writer and production manager and worked with everything from small indie games to large subcontracting projects and licenses such as Star Wars and Pixar. Roleplaying games are both my favourite and forte.
I'm the creative lead behind games such as Rimelands: Hammer of Thor and Trulon: The Shadow Engine.
Currently working as a Creative Director at Random Potion.
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
In the second part of the Building an RPG Battle System article I take a look at the second game, Trulon: The Shadow engine and the lessons learned from its design, including designing randomness, the core loop and handling player feedback.
This is an in-depth look into designing a battle system for a roleplaying game. Using two games I've designed as an example, the article dives into process and particulars of designing a battle system for a digital roleplaying game.
[Blog - 03/13/2019 - 11:04]
Thanks r n r nI ...
Thanks r n r nI 'm planning to write the followup when I just find the time.