Ghostcrawler
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ghostcrawler.bsky.social
Ghostcrawler
@ghostcrawler.bsky.social
Greg Street, CEO of Fantastic Pixel Castle. We are fully funded and remote and making an MMO. Previously: League of Legends, World of Warcraft, Age of Empires. I only work on games with "of" in the middle.
I butcher those little ones by the dozen because they have a rare resource drop.

I'm kidding. They aren't in the game just yet.
April 28, 2025 at 8:43 PM
There's a budget for how many new creature models, even critters, you can get in an expansion. This one already had a lot. (Budget in terms of hours of dev time, not cost.)
April 21, 2025 at 10:41 PM
The owlbeast is intended to be terrifying. It’s one of the top dangers of the Wychwood, a jabberwock type creature
April 5, 2025 at 2:30 PM
Nothing against actual ren fairs. I find the music of ours in Texas to have more varied music than most fantasy games.
April 5, 2025 at 1:57 PM
We have talked a lot about it! I find a lot of fantasy games use generic ren faire music and swelling strings for EVERYTHING. There is so much more out there. I loved at Riot how we could work in an electric guitar for SOME pieces and it worked.
April 5, 2025 at 1:55 PM
Oh 100%
April 2, 2025 at 4:45 PM
April 1, 2025 at 7:06 PM
Probably but you would still want a healer in that case
March 28, 2025 at 11:20 PM
Right now we are thinking all combat classes with professions as something you add on top of that (like many MMOs do)
March 28, 2025 at 11:20 PM
Unlike George we are making really fast progress! We just started sharing earlier than most games would do.
March 28, 2025 at 11:19 PM
Yes and part of my job was to design the campaigns. I wrote all of the narrative and most of the maps. For the Aztecs, I wanted an alt history where they defended Tenochtitlan.
March 23, 2025 at 6:57 PM
"So says Cuauhtemoc, jaguar warrior of
Tenochtitlan"

I wrote that!
March 18, 2025 at 3:42 PM
Brian Holinka is in charge of combat, but I'm not sure if he has an account here
March 14, 2025 at 10:56 PM
We started with it, but will end up having to a bunch of our own work, because Unreal is currently more designed for FPS than for client server RPGs.
March 13, 2025 at 9:29 PM
A lot of game designers have experienced the situation where someone plays something and says "I don't know it just wasn't fun" which may be true but doesn't provide them much to go on for how to fix it. So we try to ask more specific questions. Did you understand it? Did you find it worth the cost?
March 13, 2025 at 9:28 PM
It is both. I have always believed you have to playtest and take the feedback seriously but you have to weigh the feedback through your experience and intuition as a developer. A playtester may said "I didn't feel the weight of my hits" and that could be because the enemies don't react at all.
March 13, 2025 at 5:13 PM
Yeah designers don't use the word "fun" much because it's not very specific. "Satisfying" is the closest word, but that implies a bunch of different things: affordance, skill mastery, expression, responsiveness, immersion, wow factor.
March 13, 2025 at 5:08 PM