A Shallow Dive Into: Video Game Mechanics
We’re doing this again :P. I got a fun topic but realised it would take too much research, so you get this but, uh, y’know, delayed gratification and all.
So, you know that I wanna be a game developer. I have decided to make a video game, starting next year, provided things go well. As in any art form, to make one, I’m going to need inspiration and an understanding of how it works and stuff, so, this post is mainly just for me like every other post I’ve written, but, I hope you find it interesting as well.
Undertale
Damn, this is like the third time I’m talking about Undertale. I HOLD THIS GAME VERY CLOSE TO MY HEART, OKAY?
Undertale has a unique battle system. From the Steam page: “Killing is unnecessary: negotiate out of danger using the unique battle system.” Undertale is an RPG (Role-playing game) at its core. The battle system, however, is more of a bullet hell. Bullet hell is characterized by a barrage of projectiles that crowd the screen. What makes this game different from every other game I’ve played is the variety. Granted, the game is tiny, so it’s easier to have variety, but I’ll take the game I’m playing right now as an example, Alan Wake, god, does this game have a terrible combat system.
At least the story makes up for it. Anyways, in Alan Wake, you are attacked by people taken by a darkness. You defeat them by shining a light on them and breaking the uh darkness shield with a flashlight or a flare or external light sources, or you can insta kill with flashbangs or flare guns (or maybe it deals a lot of damage to bulkier enemies, I don’t know, I’m so worried about running out of ammo or flashbangs that I end up never using them lmao). Anyways, I’m about 70% done and the combat system has remained exactly the same, save for additions of a hunting rifle and 2 kinds of shotguns and I never use them, see flashbangs and flare guns, granted, that’s not the devs’ fault, but how much more variety would that create? I guess easier battles and maybe ammo management but I’m already irrationally worrying about that, so… There’s also only like 4 enemy varieties, and that makes every battle almost exactly the same, save for one, which I don’t wanna spoil too much.
Anyways, my point is, in Undertale, every single battle has its own personality. There are 8 enemies in the tutoriel area of the game, Ruins. That’s not much, but the Ruins is a relatively small area, being the tutorial area, and enemies can appear in pairs and have unique interactions with the other. For instance, there’s this enemy called Migosp, who I think has social anxiety, mood, who changes its whole personality in the company of other monsters and becomes laidback when alone. Every enemy has a personality and a unique attack, so this is pretty much the pinnacle of enemy variety.
Batman: Arkham
A lot of that was combat challenges with every single character in the game, so I think I’m pretty qualified to refute that.
So, I used to just button spam on my first playthrough, it was when trying to do the combat challenges that I realised that was not the best strategy. If you just button spam, you’re going to get hit very easily and get a lower score. There are also critical hits which do more damage and give double the points if you time your punches, and a huge amount of score if you kill knock out the enemies without getting hit or not breaking your combo. There are also insta-takedown, weapon disarm, ground takedown, which is risky as you’re vulnerable to hits, but award a lot of points and instantly take them out. So, in short, yes, you can button spam, but you’ll be missing out on a lot of fun mechanics, and the satisfaction of a perfect FreeFlow.
The other system is the Predator sections. It’s exactly what it sounds like, it’s silently (or loudly, idk, you choose, I like going loud when playing with Red Hood, that seems in character) taking out the goons in the room. This is truly how this game makes you feel like Batman. There’s a weird sadistic satisfaction in hearing the goons freaking out as their friends disappear one by one. Also, traversal is very fun, you can grapple, glide, even almost fly if you get good at gliding, dive bomb, (yes I use the Oxford comma, fight me) and there’s also the Batmobile in the last game. Also one of my favourite tiny detail in the games, the goon conversations. They’re hilarious and breathe a lot of life into the bleak empty map. Just look at this clip (dw they’re short) why you let thugs finish their conversations.
And this
Arkham Knight - Funny Militia Guard
My favourite thing is when developers go the extra mile and put in tiny details that not everyone might find, but those who do, would definitely love it. I strive to do that one day.
Pokémon
This gets pretty technical and boring, so you may skip this one if you want.
At first glance, Pokémon may seem like a children’s game with simple mechanics, but that is far from the truth. In a typical Pokémon battle, each participant sends out 1 or 2 or 3 Pokémon depending on the format, and each of them use moves to try and lower the HP (health point, numerical representation of health) of the opposing Pokémon to 0. It has a lot of different mechanics, strategies, variety and even has a competitive scene with a world championship. Pokemon releases a mainline game every few years, bringing along with it new species, abilities, moves, items, etc. I’m gonna make a glossary.
Ability - Each Pokémon has an ability that affects the battle in some way (in most cases). For instance, the ability Intimidate lowers the attack stat of the opposing Pokémon.
Types - There are 18 types in Pokémon. In short, each Pokémon has one or two types, and each type has a set of weaknesses, strengths, resistances and immunities. For instance, let’s take the classic three types of Grass, Water and Fire of the starter Pokémon you’re given at the beginning of the game. Grass type moves do double damage against Water types, Water does double to Fire, and Fire does double to Grass, so basically like Rock/Stone, Paper, Scissors (and Lizard, Spock and 13 more stuff if you use all 18 types), and these types do half damage to the types they’re weak to (Only for these types, not for every single type). Like this, every type has an interaction with every other type.
Moves - Moves are the main way to deal damage, but there are others. Moves are split into 3 categories, Physical attacks, damaging moves that use the Attack Stat, (see: Stats), Special moves that use the Special Attack stat, and status moves that don’t do direct damage, but have a passive effect. Damaging moves generally have a set base power ranging from 10 - 250, and moves of the same type as the user deal 1.5x more damage. There are more factors but I’ll ignore them for this post.
Stats - Each Pokemon has base stats, which determine how much damage is dealt or taken, or the order of moves. The stats are HP, Attack, Defense, Special Attack, Special Defense, and Speed. HP determines how many health points the Pokemon has, for Attack and Special Attack see Moves, Defense and Special Defense determines how much damage it takes, and Speed determines who goes first.
Status condition - Huh, just realised that’s kinda redundant wording. Anyways, there are 5.5 non-volatile status conditions in mainline games. Freeze renders the target incapable to move until the RNG works in your favour, Burn deals 1/16th of its health each turn currently, and halves the base power of all physical moves, Paralysis makes it unable to move 25% of the time, and halves Speed, Poison does 1/8th of the health each turn, and badly poisoned means the damage increases by 1/16 each turn (this is the .5) and Sleep makes the Pokemon unable to move for 1-3 turns. There are a lot of volatile conditions that fade away upon switching out, unlike non-volatile ones.
A Pokemon needs a combination of all these traits to be good. Landorus was once the most hated Pokemon in VGC because of great stats, great ability in Intimidate, lowering both foes’ Attack stat, and great moves.
If you got till here, thanking you for sticking around, I know it wasn’t easy, and ryl!
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how do i cope with failure
so theres this singing competition at our school, and I did it both freshman and junior years (sophomore year was covid). freshie year, I did horrible on the audition and didn't make it to the public rounds, which start with top 8. junior year I made it to top 8, sang rolling in the deep, and messed up. this year was supposed to be redemption. my vocal technique improved greatly in the past year, and like idk I just was more confident. i chose a song i was super comfortable with, and i sounded so good during practices but during the actual competition i got lost in my head because I've been a performer my whole life and you don't really focus on your actual performance while performing, you focus on other things, like the environment and how the lights feel and how the mic is working, so i forgot to do a vocal flip at one point (a change i made while practicing last night, when I've sang this song for four years) and my voice cracked. I'm lowkey devastated. i didn't make it to top 4, and i don't want to leave high school with this legacy. like i know people wont remember, but i wish they'd remembered it for being better. i also feel like as a senior there were so many more people rooting for me and i hate that i had to let them down you know? like i dont care about the people who don't know me, but i dont wasn't to disappoint those who DID know me and voted for me.
also i cant even think about watching the video its kinda making me cry just thinking about it and idk. i feel like i had a lot of hopes riding on this and because of how busy 2022 (second sem junior year, first sem senior year) has been, and ive failed so much in this year, i kinda forgot how to cope with it other than "its ok, you did your best, move on, do better next time, focus on the next goal" and like idk i feel worse than usual about this. i hope people arent thinking badly because of me, ive disappointed too many people in the past year.
any tips or mentality changers?
ill probably feel better tomorrow lol
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Emerges from my cave to announce I have created a new sophont
Tentatively calling swimslugs for now, as their designs mostly draw from mollusc anatomy. These small, colorful creatures dwell on a high gravity world dominated by shallow golden seas. Electrical engineering came early in their history, inspired by the ability of some of their native animals to generate electrical currents… and their own natural electroreception. The last few centuries have been peaceful and prosperous; their myriad cultures emphasize an exchange of art, culture, and friendly competition to sport the tackiest color schemes imaginable. Due to the high gravity of their world and their own physical limitations as aquatic creatures, swimslugs have a very limited history of aviation and have been generally uninterested in space travel, despite having been digital penpals with another group of sophonts for generations now…
On their biology:
Swimslug life relies on symbioses with two different organisms: a worm and a sessile “tunicate”. The worm (also simply referred to as an ‘arm’) is functionally a parasite; biting into the flank under the gills of its host early in life and fusing with its nervous and circulatory systems. This union allows the swimslug to develop fine motor control over the untethered end of the worm by adolescence. Most swimslugs only host a single arm; two or more become difficult for most individuals to acclimate to and can lead to health issues. Many genetic and cybernetic variations of the arm are available in the current era. The ‘tunicate’ (I will refer to as the Vase) is essential to swimslug reproduction; all parents spawn into the Vase to ensure a safe shelter and a steady current of oxygenated water for the developing offspring. The average swimslug has at least two fathers; the hybridization of multiple sets of gametes is essential to the proper development of their species. Family groups often consist of the egg layer, her family Vase (these can last for generations), and a 3 or 4 mates, though the particulars vary enormously by culture. Their eggs have a relatively low hatch rate; unviable eggs are consumed by surviving larvae shortly after hatching. The Vases themselves periodically produce free swimming larvae that are affectionately kept around dwellings as pets.
Swimslugs communicate by grinding and clacking modified stomach-teeth, as well as percussing on the adjacent ‘oil-sac’ organ that also serves to regulate buoyancy and store energy. They come in a dazzling variety of colors owing to both their complex hybridizations and genetic engineering. Cosmetic nanobots applied to their slime coats enhance their appearance by functioning as artificial chromatophores.
And that’s the gist of em! Many thanks to @nknatteringly for all the idea pitching and bouncing in their early development, wouldn’t have felt half as inspired without ya. Not sure how much further I’ll develop these guys, they exist mostly as a fun diversion to contrast the gritty, low-tech world of the birgs and a love letter to all the sparkly stuff I liked as a kid.
If you’d like to support my art, you check out these links here
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Patreon
Kofi
Inprnt
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