NIALL CRABTREE - GAME DESIGNER
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Designing Card Drop Distribution with Machinations - Lethal Deal Development Log 5

2/23/2022

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With a 12 week development cycle, often times as a designer I will try to limit as much iteration that we will need so we can work on implementing more features and polishing old ones. Machinations is a great tool to prototype systems and how they are going to function in game, especially when those systems use percentage chances. 
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One feature that I want to implement is a card economy and rarity system into the card drop system and pack system that we have in the game. I feel like this is important because it allows us to lean more onto the TCG flavour of Lethal Deal.

​Check out below how the system is prototyped to work in a "pack" format. Press play to see it in action.

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6 Ways to Make People Want to Read your Game Design Document - Lethal Deal Development Log 4

2/11/2022

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At some point in life, every designer comes to the same realisation, nobody wants to read your GDD. Luckly, I figured this out well before Lethal Deal started development, so I could do my best to make the GDD for Lethal Deal as readable as possible.

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A game design document could seem to a lot of people as a monolith of text that is overwhelming and dense. So having a way for each member of the team to locate parts of the GDD relevant to their role without having to read through it all is essential. Using Google Docs built in header system is a great way to get team members to where they need to be quickly. 
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    Hello, my name is Niall Crabtree, and this is my comprehensive blog showcasing all of my game development 
    ​endeavors and successes, as well as essays on game design.

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  • Home
  • FATAL KNOCKOUT
  • Projects
  • Blog
    • Lethal Deal
    • Langskip
    • Food Time Battle in Space
    • Blockers: The Stacking Game
  • Talks & Interviews
  • Contact Me
  • —————————
  • Video Essays
  • Podcast
  • Mailing List Sign Up