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Feed Your Monster, Football Clicker Can, but does not necessarily, have idle elements Clicker Heroes is an idle clicker Physicality of the game can be fun but also tiringĢ1 Idle Player Motivation Profile Quantic Foundry surveyed players of 3 idle games 70% identified as core gamers, 20% as hardcore Top motivators were Completion and Power From Nick Yee s gamer motivation profilingĢ2 Idle Player Motivation Profile This can help guide your design process Players of this genre want to collection and complete, and they want to grow in power Power growth is central to the genre but you want to make sure players feel that growth Can you incorporate collection or completionism into your idle game design?Ģ3 Super quick review of exp growth curves Costs grow exponentially cost next = cost base x (rate growth ) owned Production grows linearly prod total = prod base x n owned Note: x k is not exponential growth and will always be outpaced by k x (with k > 1) eventually.Ģ4 Exponential Growth Rates in AdCap For AdCap, here are the values for a few generators: Lemonade Stand growth with doubling at 25, 50 ownedĢ5 Exponential Growth Rates in AdCap More Lemonade Stand graphs, with 2x at every 100 and each prestige giving a 5x boostĢ6 Optimal Decisions Due to how costs and value grow, players will regularly be deciding what to buy next We can model optimal choice to see if we While players likely won t optimize perfectly, overall patterns will be similar for savvy players Sometimes tiny generators are optimal but negligible in impact players will most-likely ignore theseĢ7 Optimal Purchase Decisions Do you want optimal purchasing to be an interesting choice for players? If so and you see optimal patterns always favoring the highest tier generator, you may have a balance problem If not then you likely have other game elements that are interesting and don t need to balance this carefullyĤ1 Intermission: On Big Numbers Think of the biggest number you know of googol? = googolplex? = 10 googol (Special thanks to Eclipse1agg on Reddit)Ĥ2 Intermission: On Big Numbers Operator Progression a++ = a + 1 (unary increment) a + b = a++ (b times) a * b = a + a a (b times) a ^ b = a * a *.

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5 Opening Disclaimers This is a design and math talk, not a data and monetization talk There is some calculus, but you don t need to remember how it works If you don t like graphs, numbers, and formulas you re not going to like this talkĦ Interactive Charts and Sheets All of the graphs generated in this talk come from sheets that are publicly available as both Google Sheets and.xls files You can access these sheets here:ħ Incremental Games Genre Terminology A game in which the primary goal is to continually increase a number Often grows in complexity over time When the scope of a game change substantially it is can referred to as an unfolding game Examples: A Dark Room, Candy Box, Frog FractionsĨ Idle Games Genre Terminology Subset of Incrementals Progress or income is made without player interaction Player choices impact growth rates It is expected that players leave the game alone regularly Typically do not have an endĩ Clicker Games Genre Terminology Emphasis on clicking or tapping to progress Ex.













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