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Gameplay Balance for 1.29: Part 1 – Fixing Gameplay

Hello everyone! If you missed them, we’ve already written two articles that should start to warm you up for the massively awesome and super-improved patch coming down the pipe. One was about general coarse tuning, and one was about the huge Tutorial improvements we made. There might also be another article soon about some visual…

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Auro’s “Single-Player Elo System”

Over the past few weeks, I’ve gotten an increasing number of people asking about what we’ve done for Auro in terms of its scoring system and metagame. We’re doing something pretty different than most games do, and I dare say that not only is it vastly better than the traditional “high score” system, but I’d…

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Reasoning for 1.13

As you might have read, Version 1.13 is a pretty significant patch that will have positive effects on players at all skill levels. I thought I’d take a moment to walk people through the decisions made for this version. I know I personally love to read about the design decisions made on some of my…

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AURO’s Game Modes and the Single Player Evergreen XP System

It’s been awhile since I posted a real nitty-gritty game design article about AURO and what’s going on.  Right now, AURO is stuck in development hell, as we’ve mentioned, largely due to two factors: the fact that we didn’t build the game with serialization in mind from the get go (we’re a bit bush league),…

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AURO Update for April 2013

As the lead designer on this project, the thing that has been taking up 90% of my time in the last few months has been the abilities – balancing, testing, and redesigning them.  Really, since the beginning, this has been a huge task, but we want to have them finished this month.  Specifically, we’ve set…

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AURO: Ability Redesign Process

It’s been several months since I tried to put one of my little triangle diagrams together.  If you’re a regular reader of this blog, you probably remember that I’ve posted about my philosophy for designing abilities for AURO before.  I haven’t been doing this for some time, because as I’ve also mentioned, we’re in “let’s…

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