This feels very simple, but you will be amazed at what can come out of tweaking your approach in this way. What happens when mechanic A meets mechanic B? What conversations would they have? Would mechanic C be interested in this conversation too?" "Thought exercise: Pretend all mechanics are invited to a party. The idea is, you list out all of your mechanics/puzzle pieces/building blocks along two axis, then map out the individual interactions between each one, stress test them, feel them out, and learn what emerges. Well, thanks to a blog post by Patrick Traynor (link below) and a video from Mark Brown of Game Makers Tool Kit (check him out if you haven't btw, his stuff is great) - this is probably one the most useful tools to have in your creation toolbox: Those sweet, sweet nuggets of creativity can't be for naught, surely?! "WhY IsN't ThIs THiNg FuN?!", you scream internally before giving up. Or, if you're like me, you've written three hundred 16 bar loops that are sure to make someone shake their booty, but can't turn them into a finished song etc, etc. Perhaps you're making a puzzle game and don't know how to piece your puzzle mechanics together into meaningful interactions that make the player feel smart for figuring them out. You might have spent hours painstakingly developing multiple fun, killer mechanics for your game, but don't know how to make them coherent or balanced. we can choose what part of the UI is visible or not, in Grim Dawn. You've probably been there you can't see the forest for the trees and lose the overall vision of your project, even though you've put so much energy into this 'thing'. Lets start with arguably the best mod in Diablo 2 history, the Path of Diablo.
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