Game Design #0

This is a thread about game design. You are welcome to join here if you are making your own game or have good ideas and want to discuss them. They can be both technical and mechanics designs.

This is not a game to discuss game engines, or post your latest progress. This is not your hugbox.

In today's show, some recommended articles (eventually i will make pastebin with them):

- Building an AI Sensory System: Examining The Design of Thief: The Dark Project
drsiew.com/wp-content/uploads/2010/08/vitruvianman.jpg
- Postmortem: Ion Storm's Deus Ex
gamasutra.com/view/feature/131523/postmortem_ion_storms_deus_ex.php
- Ten Years of World of Warcraft
raphkoster.com/2014/11/21/ten-years-of-world-of-warcraft/
- The Making of The Legend of Zelda: A Link to the Past
shmuplations.com/zeldalttp/

Other urls found in this thread:

gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php
wiki.orbusvr.com/Musketeer
twitter.com/NSFWRedditVideo

...

>Muh engine general.
Dropped

what exactly do you want to discuss?

The subjects that can be discussed include but are not limited to:
- Fight mechanics
- Skills vs Jobs
- Challenges of implementing a MP game.
- Whether or not is a good idea to implement durability and how

These are just ideas. The gamedev general is usually filled with showcases and "how do i get into gamedev".

I guess I’ll bump this thread with my game idea to get a little discussion going.
>FPS with a heavy focus on cuhrayzee-lite melee combat
>protagonist discards any weapon he picks up after it runs out of bullets in the magazine (like in hotline miami), there is no reloading
>the only gun the protagonist carries is a revolver that he can load with bullets that can be enchanted with magical properties
>can switch between any bullet in the cylinder at any time
>can shoot enemies, friendly NPCs, or himself with these bullets to give them positive or negative effects
tl;dr: Doom + Dark Messiah + Revangeance
What do you guys think?

RPG threads sometimes have interesting discussions. Specifically, difficulty. Higher difficulty seems like it forces you to really understand the mechanics of the game, or how to use certain items well. I can't think of any games off the top of my head that do it well normally, but when you restrict yourself, things get more interesting. Like Pokemon speedruns using X-special when you'd never touch them in a normal playthrough, or soloing an Etrian Odyssey game requires you to make good use of items.

Anyway, how do you make an RPG difficult? Disallow grinding, but what else? And what can you do in the case of SRPGs? FFT has some hard fights, but once you build your characters up to have good skills, you can steamroll. Basically, how do you put the S back in SRPG?

Much less game design but an interesting article about network coding. Imagine having to program a multiplayer RTS game for 28.8 modems.

gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php

game design discussion amongst the inexperienced is pointless

>how do you put the S back in SRPG?
was it ever there?

For the shake of the discussion, i'll interpret RPG as JRPG
The challenge of JRPG, at least when the genre was a novelty, is to manage your party: Life, items and spells. You need a good judgement to know when to use your spells or facing the danger of running out of spells. I don't think the genre ever diverted from this template.
Because SRPG allows you to move, and usually provides the player with a small stage, there is more room for challenge (Consider Fire Emblem, for example)

I read this and i have to re-read it. Articles about overcoming technical limitations are the best. I hope eventually we discuss multiplayer game protocols.

JRPGs don't have 'challenge'. The gameplay merely exists to create tension for the storyline

I just want to take a moment to bitch about how XP being exclusive to completing quests is something that never took off.

It's vastly superior to XP being dropped by enemies because it means engaging in combat is something that is by no means encouraged, it also means players can't just grind and break the game; if there's skill-trees and upgrades you actually have to think about what you invest XP in.

It reminds me conceptually of a class from a VR MMO. OrbusVR is the name and Musketeer is the class.
wiki.orbusvr.com/Musketeer

You have a pistol that you load up with different spells. Healing, Buffing, Debuffing. AoE or on-hit.
It's an interesting idea.
No, they do have challenge, which is mostly item management. Dungeons are designed to whittle down your resources (especially mana) before you reach the boss. Of course later on games would implement tents and other stuff to lessen the challenge.
Then you have games like FF1, where after defeating a dungeon you don't get teleported out, but instead have to walk back out of it again. This is even a greater strain on your resources.

Well, eventually the genre evolved. But think that the first jrpg, Dragon Quest (a well known grindy game) was released in 1986. It was around the snes era when jrpgs started to become more story-centric.

You would not play for the story, there was barely any.

Not really I guess, but you see it every now and then. Getting back to difficulty, when playing FE: Conquest on lunatic, this chapter is brutal. And because it's so difficult, I feel like I actually had to think about the moves I made. It took several hours to finally beat this chapter, and as time went on, I was slowly refining my strategy and kept getting further and further consistently.

>The challenge of JRPG, at least when the genre was a novelty, is to manage your party: Life, items and spells
In the games that allow grinding it's a balance between challenge and wasted time. Either you go in as is and have a challenging encounter, or spend a few hours doing boring filler content, then faceroll the encounter without any challenge

I want to discuss a lot about game design. I was thinking about team based games and if thr are they designed well or not. Overwatch, LoL, Dota 2; these games put you with random people with varying degrees of skill. Players may also be having a bad day and be playing subpar. Not only that but you have to work together with random people to make a good team composition. Is this a flawed game design principle to put random people together and have a player potentially lose a game that is out of there control. Players seem to get more mad when a teammate does bad than when an enemy does well. Heroes of The Storm might be even worse since the game is even more team focused and makes it harder for a single player to shine.

What's everyone else thoughts on team based games? Do players just have to accept that sometimes they can play perfectly and lose or should a game designer take into consideration that a player might have a "feeder/leaver" and allow for the team who is suffering a bad teammate to rise above and win when outnumbered. Is it better to design a game where you only have yourself to blame for your loss?

I don't think putting random people together is bad design at all. Remember playing soccer in school? In the play ground?
Players get mad because of the anonymity in my opinion, put the setting in a lan party and you would get a lot less aggression. A dude that loses his shit in a friendly rando soccer game gets reprimanded or not invited anymore.

proper xp curves take away the problems. Removing mob xp doesn't make it less attractive to kill and explore everything since you still want to sate your curiosity to see if there's some hidden loot.

The only way Fire Emblem provides more challenge than a FFT-style SRPG is because you (basically) can't grind, at least for most games.

There's a board for Game Design already. Should be under /vg/ gamedev general or something. Sup Forums isn't for generals.

>implying this is a general

Not only isn't there a board for game design, the threads you're talking about are engine autism only.

I would like some more feedback, please.

Well, FFT is a SRPG too. I was comparing a true RPG to a tactical one.
>t's vastly superior to XP being dropped by enemies because it means engaging in combat is something that is by no means encouraged
Zelda is not a videogame with XP, but definitely you must do quests in order to upgrade your character. It fixes somethings, but i feel like combat is the cornerstone in most videogames. Is the '?' box of Mario Bros. If combat is there but doesn't provide any reward, you are dropping a crucial aspect of the game. The player doesn't feel the need to kill things and gets bored.

A rational actor would thing "Killing things is fun, so i'll just kill them for the shake of it" but the fun actually comes when you are expected to earn something in exchange.

>FPS with a heavy focus on cuhrayzee-lite melee combat
Like Shadow Warrior? I've yet to see a game with any complex melee moves that would look good in first person. Also, don't overdo camera movement during those, it can cause a slight motion sickness if a player has a predisposition for it.

>protagonist discards any weapon he picks up after it runs out of bullets in the magazine (like in hotline miami), there is no reloading
Balancing could be tricky if you don't know for sure which weapon load your player would have at the moment. It could create a reverse difficulty curve where the game keep getting easier or harder depending on your success in the first few encounters

Are roguelikes actually well designed games? I feel like the games shit on every convention (ugly interface, hundreds of keys, you must memorize huge manuals) yet they happen to address certain features hard to find in popular games.

Would these games become more popular with a more polished interface?

Am I in a pseudo-designer general?

You can't expect an interesting discussion with worthwhile information being presented if you aren't even aware of the state of the genre you want to talk about.

>b-but Dredmor isn't a rougeliek

Not all roguelikes are ascii based and not all of them have hundreds of keys. The question is kind of flawed from the outset.
Consider Mystery Dungeon games like Shiren the Wanderer and so on.

And how are Mystery Dungeon games even representative of the whole genre? If i mention the word roguelike, what games come to your mind? NetHack? ADOM? Pokemon?

>Shadow Warrior
Thanks for reminding me of this, I got it on Humble Bundle but have yet to install it.
>I've yet to see a game with any complex melee moves that would look good in first person. Also, don't overdo camera movement during those
I’m not even entirely sure I want this to be in first person yet. As for the camera movements, I won’t make it too disorienting. Even Skyrim’s combat animations make me a little bit motion sick when it jerks the screen.
>Balancing could be tricky if you don't know for sure which weapon load your player would have at the moment.
I’m not even sure if I want to do this, I’ll have to think about it a lot.
Thanks for the advice!

Do you want me to list all games that do not fit your criteria or what? If you mention the word roguelike, I'm thinking of rogue, azure dreams, shiren and elisa. The guy next to me might go with Angband and NetHack.

What you're basically saying is that the popularity of Final Fantasy 7 invalidates all other JRPG that are not 3d, don't have FMV cutscenes and are not set in a sci-fi setting.

The popularity of FF would propbably invalidate jrpgs that plays nothing like FF, for example megami tensei, or metal max.

Anyway, i don't want to argue over semantics. If you prefer to call it "Classic Roguelikes", or "Terminal Roguelikes", whatever then.

Give me one good reason to learn game design?
I feel today's game are ruined by people having a degree in game design.
Most of them are idea guy level and it feel like they enjoyed playing world of warcraft of Mario and decided it would be their career since they had no personality.

Instead of paying out the ass to get a degree in game design, you should just play games you like and take notes on what makes them good. Also it might help to watch game analysis videos on youtube.

To add to to this, I want to learn a little bit game design, but at the same time I'm afraid to loose my vision and just become brainwashed by retarded thinking that kill today video games.
I think my experience as a game master for years now in tabletop rpg is more than anything learning game design, and I treasure my video game culture.

I like the idea, limited ammo keeps it cuhrazy.

Some food for thought: Are the enemies monstrous and require you to whittle away their health bars as you dodge attacks? Armies of weak mooks that are easy 1v1 but require you to use your cuhrazy abilities to crowd control? Or small squads of gunslinging ninjas that are as cuhrazy as you? This changes the nature of the game a lot.

What about level design? Small open arenas like a brawler where the only features are really you and enemies? Large nonlinear mazes full of features to utilize your movement in fights like a classic fps?

Here is a challenge for you so you can narrow down your vision to clear goals.

Quickly and simply describe players abilities, enemies abilities, and the level design. Be specific the idea here is to narrow down your general concept to specifics.

>watch game analysis videos on youtube
Nope. You get better at doing things by doing things, not getting told how to do things by people who look at others doing those things.

>Are roguelikes actually well designed games?
No, most are terribly designed.
They are fun for other reasons.

>Give me one good reason to learn game design?
Videogames are successfull not for random reasons, there some aspects of videogames that make them more entertaining than others. You should observ this if you are concerned with making fubn videogames
>I feel today's game are ruined by people having a degree in game design.
I don't think this is something new. Anyway, i would not waste my life taking a degree in game design. God knows what is taught.

How can something that is bad be fun.

No, those games are still JRPG and represent the genre, the popularity of FF7 does not invalidate them.

But going back to your question. Would those games be more popular if they were more polished? Yes, and that's what happened. You can say that about many other genres as well. But I think you're forgetting that the genre exists in the first place because Rogue was so extremely popular in the first place.

Let me turn it around with another genre. Would text adventures be more popular if they were more polished? Better more intuitive parsers and nicer to look at presentation? Yes, that's what VNs are basically. Add pictures and suddenly the genre of text adventures is a whole another beast.
Same thing with roguelikes really. They evolved over time and took many many different routes and approaches, while remaining the core elements of randomization and experimentation. You might not call Binding of Isaac a "true" roguelike, but it shares core game design elements that come from it, and it's immensely popular. Darkest Dungeon is technically a lot closer to old roguelikes, yet the presentation would make you think otherwise in my opinion.

I guess what I'm saying is that genres are not a static thing that is set in stone, they evolve over time and branch out. Roguelike in essence are nothing but an offshoot from dungeon crawler rpg anyway, which in turn are inspired by tabletop rpg.

Thank you for reading my ramblings.

Mario Odyssey isn't a masterpiece bro trust me. I know, bro.

how is that a bad thing? that's like saying taking an art appreciation class can't make you a better artist, it's not about parroting someone else's opinion, but developing a critical eye and learning gameplay concepts

It's not bad, it's nowhere near good either. By picking apart existing games you will learn how to distill an existing game into its parts and see how interact with each other and develop methods for criticizing those parts. That's much more useful for a games journalist than a game designer, since a game designer needs to know how to come up with those parts and work with them to create something that works from nearly nothing.

Building 1 (one) prototype of a game you've designed will advance you centuries ahead of just watching a series of game analyses.

I'm looking to follow devs creating big exciting projects. I'm very well aware they probably will never finish them but it's the only type that excites and motivates me. Anyone have suggestions?

Both of your examples rely on diluted games that remove most of what makes the genre known among players.

Visual Novels don't play anything at all like text adventure games. You are given some descriptions and dialogues and from time to time some option. Compare this with a real text adventure where you can get stuck and sometimes you must bruteforce your input.

Roguelikes, the classic ones, offer the player a lot of content and mechanics that makes every game unique. Binding of Isaac just offer random dungeon layouts and permadeath.

Maybe they are more popular because they are better designed or have better interface, but in the process they removed what a hardcore player, one who enjoys digging in the genre, would like.

>Are the enemies monstrous and require you to whittle away their health bars as you dodge attacks? Armies of weak mooks that are easy 1v1 but require you to use your cuhrazy abilities to crowd control? Or small squads of gunslinging ninjas that are as cuhrazy as you? This changes the nature of the game a lot.
I can’t see why I couldn’t use all of these, but I’m envisioning mostly weak mooks that you need to crowd control.

>What about level design? Small open arenas like a brawler where the only features are really you and enemies? Large nonlinear mazes full of features to utilize your movement in fights like a classic fps?
The latter.

>Quickly and simply describe players abilities, enemies abilities, and the level design. Be specific the idea here is to narrow down your general concept to specifics.
Player:
>revolver with normal damage-dealing bullets and enchanted buff/debuf/heal/other special effects bullets that you can shoot yourself or enemies with
>sword slashes and a few combos
>parry
>forward speed dash
>the weapons of fallen enemies
This post is getting long so I’ll describe the enemies in a separate post.

>How can something that is bad be fun.
Badly designed doesn't mean bad, just following terrible standards and guidelines.

Bloated, complex but lacking in depth, hard to learn, repetitive - those are common traits of roguelikes.
Bloat can be fun at first because of exploration.
Difficulty to learn can come from multitude of mechanics, some of which are probably interesting.
Repetitiveness comes from dev's focus on different things than removing tedium.

When developing a game, you can either do more things or do things more correctly. Roguelikes go for the former.

Maybe the guy behind Unreal World or Dwarf Fortress.

But you never start from scratch, consider FF which took most of what DQ did plus a nicer combat mechanics.

Pokemon is a real hit, and a lot of videogames before them included catching features. For example, Dragon Quest V, which is a major influence for jrpgs. The guy behind pokemon understood most of the basic features in a jrpg but also came up with his own ideas.

Besides, game design is not always about being able to understand what the solution is (why a certain design works) but what the problem is, what a videogame is trying to solve. Even when the designer made something new, it was because it felt something was off in previous games. Of course, first you must understand what other games do.

I disagree. Visual Novels and Text Adventures are extremely similar. Neither of them run on magic and can only give the player so many options. These options are known to the player. The amount of options may differ, but then I have to ask you: what does polish mean to you? You can call it diluting, but cutting out tedium and unnecessary commands is what I would classify under polish.

If someone would actually enjoy a genre he would have an open mind to all it's variations, instead of picking one and saying "this is the true one and everything else is fake and lesser!"

The enemies:
>standard mook who does melee damage and ranged damage, but you can’t take weapons from (think imps from doom)
>stronger mook who takes more hits to kill and has a machine gun or a shotgun
>ninjas who run speedily, can jump on walls, and quickly attack with swords
>gunslinging ninjas later in the game
>brawler who hits like a freight train and is very resistant to bullets but moves slowly
>armored guy with a rocket launcher
I still don’t have as many enemy ideas as I would like, and of course none of this is final. Also, I would like to have plenty of boss fights and minibosses too.

You can spend a lifetime analysing existing work, or you could create the work yourself. It's an iterative process. Doesn't matter where you start, even if you clone FF exactly and want to improve it, you do it by making FF and changing it, not by speculating what changes would be good or bad.

So you think that what roguelikes do well is that they sacrifice focus in exchange of more content? The players are more eager to forgive things being broken if the game provides them with more stuff to test, whereas mainstream players prefer the opposite, more polished and focused content?

>Visual Novels and Text Adventures are extremely similar
Do you think a person who enjoys playing VN will enjoy TA and viceversa? I doubt that. Leaving aside that looking at picture is an important aspect in VN, they are more focused in story whereas TA takes the focus in interaction

>but then I have to ask you: what does polish mean to you? You can call it diluting, but cutting out tedium and unnecessary commands is what I would classify under polish.
A person who enjoys TA would say that now you removed the meat of the game.

>If someone would actually enjoy a genre he would have an open mind to all it's variations, instead of picking one and saying "this is the true one and everything else is fake and lesser!"
That's why i think they are very different and cannot be compared, because at the very core being able to choose vs having a small window of options is a deal breaker for many.
Is not like "FFV job style vs FFIV", these games only can offer text and input, the game changes fundamentally when you favour one over the other.

>Do you think a person who enjoys playing VN will enjoy TA and viceversa? I doubt that
I don't because I like playing both. You're also forgetting that some TA got remade over the years, with pictures added. See Hitchhikers Guide to the Galaxy.
To date, it has at least 3 versions to my knowledge. The original text-only version, the remake text version with added UI, Pictures and so on, and a Point-and-Click Version.
If we wait another 10 years, we might get a Walking Simulator version of it.
>A person who enjoys TA would say that now you removed the meat of the game.
Again, what does polish mean to you? Adding more useless fluff is not what I understand as polish. It's quantity over quality.

Being a deal breaker for a section of people is not what defines a genre or its variations in my book.

>not by speculating what changes would be good or bad.
Why would you make a game mindlessly without considering first whether something would work or not? Designers for well known companies usually spend a month or two arguing how the game will work.

Take into consideration, you must program, and make the art, and consider how many monsters/weapons/items/classes/locations/plots/characters/etc will be in the game, and how the combat will work, and the speed of your character, and how he talks, and what he wears, and what npcs says when talking the first time and the second. You must consider, you must ponder each and every stupid detail. It doesn't look off to me to think first whether somethiing or not fits and will be fun, and look curiously how a successfull game did it before you.

To illustrate, here's the original version of hitchhiker.

The remake

And the fanmade Point and Click game

What are some good ways to stop unbalanced strategies from ruining your design?

For example, the weapon triangle in Fire Emblem is often ignored in favor of a powerful weapon such as Javelins in FE7 or the Levin Sword in FE Fates: Conquest.

What you're describing is the typical AAA design approach. In Sup Forums of all places, you should be well aware that triple A games never shine on design, because they take what is proven to make money and change the setting. That isn't the design I'm talking about.

Other than that we don't seem to disagree, just are talking about different things, so it's all good.

My point is not that pictures destroy what TA-fags enjoy in a TA game, but that offering a game that looks good but removes the challenge, the options, the interaction in favour of a streamlined experience will make the game more popular but hardly the same experience.

>Again, what does polish mean to you? Adding more useless fluff is not what I understand as polish. It's quantity over quality.
I would not have the same experience playing Darkest Dungeon than playing nethack, and not because the game is more polished. One gives me a game that looks good and works well, the other has so much content that i always can be surprised by a different game experience.

Well, not taking risks is not equals to be bad designed. You might think that games that take risks have no tought behind them, someone came with a idea, implemented it in a weekend and suddenly the game was different. You must think in so many things you better have an answer for everything.

In that context, a weapon that does a lot of damage when the circunstances are in favor should also provide a bigger weak point in different circunstances. The same way magicians perform more damage but also are weaker.

>but that offering a game that looks good but removes the challenge, the options, the interaction in favour of a streamlined experience will make the game more popular but hardly the same experience.
I'm going to focus on the options remark.

Look at and These are the exact same games. The difference is that you don't have to type "look at my bag" anymore to see what you have, it's right on the screen. You don't need to look at the manual anymore, because all commands are in the guide.
Would you consider that the removal of options? Or rather a more polished approach that saves you time?
So, if we take the parser away, and replace it with a dialog box, what changes? Not a whole lot, other than saving you time typing, and trying nonexistent commands that will only give you error responses. In essence you still have the same options as before, just presented differently.

So, take a Visual Novel. A typical dating sim. Your typical options are to talk, give gifts, invite somebody, check your schedule or your inventory. What value is added when you give the player a text parser instead of a dialog box? The possibility that you spend 10 minutes writing "take a shit on the floor" "sing the nation anthem" and "spin around in a circle while looking really smug"? You might as well keep clicking next to the dialog choices because it would give you the same experience : nothing happens.

>Item gives 2% increased damage versus goblins on a tuesday

Please don't do this shit. Situational stat increase items should be powerful enough that you should be looking for excuses to use them instead of vendoring/discarding them in favor of a slightly better all-rounder.

Honestly they should even be slightly overpowered, because by their very nature you can't possibly cheese the entire game with them.

>Would you consider that the removal of options? Or rather a more polished approach that saves you time?
Is a more polished, but i don't consider that a good representation of the average VN.

That's what my question initially was, if the game would become more popular thanks to that improvement. But it must be put in the context of roguelikes who usually feature many mechanics, content, and options. In principle, that's what many would like to play, so i wonder if by providing better interface, some of these game's population would get wider.

>What value is added when you give the player a text parser instead of a dialog box?
If part of the game challenge is to come up with the right keys, you have basically removed half of the fun, or maybe more. But i must admit i'm not a TA player, so i can tell how much of this applies to VN. I'm more concerned with roguelikes, some of them are developed for more than 10 years.

>If part of the game challenge is to come up with the right keys
That's never part of the challenge though because the commands are in the manual.

Or you could just quickly prototype out a certain mechanic to see how it plays.

Which RPG class system do you guys prefer?
>A) clearly defined classes all with their own unique skills
>B) a web of interconnected classes where the player can mix and match skills/passives from different classes

That's game design too.

I know. I was addressing the "mindlessly making a game" part. You can theorycraft all you want, but until you see it in action, you don't truly know how fun a mechanic will be. You don't need to bother will all the items/monsters/NPCs/whatever.

>FFI vs FFV
The later, however is harder to accomplish. Think of how shit the skill system in Morrowind is. So go for it only if you can actually offer enough variety and deep.

I hate mixed classes it defeats the point of classes IMO.

I'm just gonna post this without explanation and you guys can interpret it.

roguelikes have better game design than most other games because the lack of a save means you actually have to think about your decisions

Any game with a hardcore mode has a save function but removes char upon death.

Depends on the design. If the game allows you to be a "wizard-warrior" with no disadvantages, then probably a single class design is more convenient.

Ideally, to be a good warrior you'd need a certain set of skills, and if you give up to one of these skills you would not being able to compete against a pure warrior.

Looks cool. Now, what are the consequences of str/mag/dex? If there is no balance, a +2 in str could be better than a +2 in dex.

there's enough roguelike with end-of-floor saves

In general: is it fair to 'test' a player on a mechanical skill that you haven't explicitly introduced to them?

theres a difference between adding a hardcore mode to an existing game and designing it to be like that from the start

>Anyway, how do you make an RPG difficult?

Make it so only a very optimized playstyle with no mistakes can survive. see darkest dungeon

There isn't a design behind it yet. One possible option is that the values determine the effectiveness of your skillset. +2 in str gives you an advantage in melee-skills, while having -2 in mag means that any skill that also incorporates magic (like, buffing your sword) isn't as effective. That way you can have mixed classes that can be adequate at both, but not a master in any path.
Another option is very simple. Stat allocation. Knights tend to have more STR over DEX or MAG.

That's boring though, you're just going to end up with the same 3-4 meta builds copied & used by everyone. It kills any aspect of character building.

This is a broad question. What features? it is something a direct key press can accomplish?

What if the test is the introduction in itself?

What I feel is that it erodes the identity of the classes. A wizard-warrior makes both wizards and warriors a little less unique. I also think it makes everything more confusing but that's another matter.

Have a look at battle for wesnoth's stats system.
You are right. To mitigate it, you could reward pure builds with special skills.

>Unreal World

Wow this looks cool, thanks

Before the thread dies, i will probably make these threads every 2 or 3 days, and for the next thread i will write a pastebin intro with more links and explanations of what game design is.

So, for the next day, think of links you would like to be included in the readme and what design challenges would you like to discuss. Because you are making your own game, right?

please steer it away from brainlet-tier JRPG discussion

This thread is shit compared to normal "are you making a game" threads
Just include design discussion there