>These fucking shit developers make such horrid decisions even a complete /v/irgin like me could make better game design decisions.
How about some practice, /v/irgins? Pure game design theory. Let's see you in action.
I want to make a top-down video game about wolves stealing sheep where the farmers try to stop them. Let's start with the simplistic level design and mechanics for now. Which mixed ideas are balanced and which mixed ideas would be hazardous?
Level design options:
Wide open area, see-through walls, normal walls.
Farmer's vision(also consider the wolf's vision):
Vision over the entire field, vision over half the field, no vision.
Wolf's abilities:
Hidden as sheep, completely invisible, can jump over walls, steal sheep instantly without notifications.
Farmer and Wolf's speeds:
Farmer is faster than wolf, wolf is faster than the farmers, farmer is melee, farmer is ranged, wolf/farmer can lay crippling traps.
More level design:
minor obstructions(fences), hiding areas(bushes), hiding areas with small teleports with cooldowns(tunnels).
If you're up for it you can open any detailed visual editor and show me babby's first level design.
More vision/notifications:
Farmer can only see the wolf if touching him, farmer is notified when wolf is attempting to steal sheep, wolf can see the farmer while he's stealing a sheep.
Wolf temporarily loses his cover after he steals a sheep.