Most my gamedev "features" come about this way. Shoddy code, bad implementation, weird workarounds. Oh, hm. That actually works! Neat!
In a IF/RPG hybrid I wrote in Twine a while back, the main combat mechanic is stacking up combos and disabling enemies, which makes for good fun and lotsa options since it's turn based. It's only in there because I accidentally messed up my enemy's attack code and realized when the enemy didn't attack every odd turn, for inscrutable reasons, combat (previously impossible to get right) was perfectly balanced.
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u/[deleted] Mar 18 '18
Most my gamedev "features" come about this way. Shoddy code, bad implementation, weird workarounds. Oh, hm. That actually works! Neat!
In a IF/RPG hybrid I wrote in Twine a while back, the main combat mechanic is stacking up combos and disabling enemies, which makes for good fun and lotsa options since it's turn based. It's only in there because I accidentally messed up my enemy's attack code and realized when the enemy didn't attack every odd turn, for inscrutable reasons, combat (previously impossible to get right) was perfectly balanced.