Your "OCD" in game making.

KoldBlood

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I just thought of another big one for me: SWORDS

I'm a huge fan of swords as my go to weapons in games so I often find myself fighting to not make them the best weapons in my own game. If I had it my way I'd probably just have swords as the only weapons in my game but we've got to have a LITTLE variety in there right?
 

cthulhusquid

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I just thought of another big one for me: SWORDS

I'm a huge fan of swords as my go to weapons in games so I often find myself fighting to not make them the best weapons in my own game. If I had it my way I'd probably just have swords as the only weapons in my game but we've got to have a LITTLE variety in there right?
IDK why but I deal with this too. I think it's because swords are THE default weapon for a soldier or whoever to carry, while things like pikes, axes, bows, etc are usually in armies and aren't necessarily standalone. Swords are also cooler than everything else.
 

TheoAllen

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it's a bit opposite to me. There must be a variety of weapons. There must be exactly one main character that wields a sword (I don't care about the side characters or NPC). Everyone else must have a different weapon, if I ended up making another sword-family weapon, it must be a different kind of sword, like a standard long sword and rapier.
 

kirbwarrior

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If I had it my way I'd probably just have swords as the only weapons in my game but we've got to have a LITTLE variety in there right?
I guarantee you that there are enough variations in real life swords that you could find plenty of aesthetic variety in a game that only had swords, let alone all the fantasy nonsense swords that you could come up with ;)
 

Former_Sky

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Oftentimes I'm more concerned with just making stuff than actually polishing it. So I tend to make a lot of content that I later go back over to make sure it works. It;s much harder to make a new thing than fix old stuff, so I try and push forward when I feel very motivated. Especially when starting a new project, because that new game rush will wear off eventually, and I need to hit the sunken cost fallacy to keep me going and finish the game.
 

Mcniner

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I MUST put a description to everything. Even skills the player will never see. I must put descriptions in the notes of my maps, put descriptions onto all items, on EVERYTHING

Also, I need to have every single sentence of dialogue in a show text event to be a separate text box.
Like this:
Hello hero

Do you want to buy a weapon?

Instead of:

Hello hero! Do you want to buy a weapon?

yeah.
Also BEANS
 

Tai_MT

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Mine is just "consistent system logic".

For example:

My card game has "templates" for cards to provide an "internal logic". X race has Y default stats... which change by A, B, or C when specific Jobs are applied to that race... which get 1 of 5 effects based on rarity, or get D, E, and F stats added to other stats as well.

The "internal logic" tends to keep me from engaging in "power creep" among other things. Like "implementing any and every fool idea I have".

I engage in this in RPG design as well. Each skill is a "template" with specific values that go up or down depending on what it does and what it's "tier" is meant to be. Monsters use a similar template... etcetera.

Someone good at spotting this stuff while playing would probably notice the templates and be able to work out the "rules" I'm using, but I have to have these "rules" in order to make things "work". Otherwise, I'd get wildly inconsistent results and trying to figure out how to balance that is a pain... so I just work with the "templates" in those situations.

As for other OCD stuff...

I do a lot of "cut the fat". It's something I simply have to do. If I can do something one of 3 ways, i will pick the quickest and most efficient method of implementation so long as it works and doesn't have any negative drawbacks I don't want. I don't like to "overcomplicate" things. I'll cut systems that just aren't efficient or eat up a lot of time to implement. I'll slash coding and variables that spend too much time calling things and referencing things. I try to make the "coding lines" as short as possible to reduce the workload and minimize possibilities of bugs.

I just like things to be as efficient as possible. Nothing unnecessary included. All waste removed. All pointlessness excised. If it has no purpose or doesn't serve the purpose it was meant to, it's gone. I have no need for it.

The problem is this "cutting the fat" often translates to wanting to do it everywhere. Including in other people's projects... and even in running things at workplaces. Probably doesn't help that this "cutting the fat" thing is basically why people hire me to do the jobs I do... and why my workplace relies on me so heavily.

But, it is difficult to see the inefficiencies and not want to go, "move aside, let me fix this! LET ME REMOVE THIS NONSENSE! I DON'T CARE IF YOU ARE SENTIMENTAL! IT IS A WASSSSSTTTTTTTEEEEEEEEEEEEE". Very hard to not indulge in this impulse.
 

Kanori24

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All of my switches have to be cateogrized by when they are used in the game. Even common event switches have their own space. Sometimes I use more than anticipated, and have to reorganize all my switches, costing millions of ours of debugging :p
 

Cuprite

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Unless the game is a monster tamer, every party member has to have all of their stats (With the exception of HP and MP) add up to the same number at the same level. For example:

- Party member 1 (Lv. 1):
ATK: 10 MAT: 10 AGI: 10
DEF: 10 MDF: 10 LUK: 10
Total: 60

- Party member 2 (Lv. 1):
ATK: 15 MAT: 5 AGI: 5
DEF: 15 MDF: 10 LUK: 10
Total: 60

If someone has a higher or lower stat total, it just feels like they're inherently better or worse, which is a feeling I don't want to give to the player (Again, unless it's a monster tamer, like Pokemon).
 

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