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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. But on the other hand, this fact made me aware of my competence as a game designer.  The idea of a helping instance was indeed present in a very early stage of the concept. Just with other designs.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

I sat down with John Krajewski , the man behind the unique and forward-thinking game, Eco. The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” “The community’s voice is invaluable; it helps shape the game,” he remarked.

Indy 105
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Rebalancing Cogmind

Grid Sage Games

This aligns with the concept that although Exiles prototypes are meant to be very good, they’re also usually flawed in some way, such as eventually breaking down, blowing up in your face, or something in between :P. This is a pretty good example of the heavy influence interface limitations can have on game design.

Balance 52
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The Depth Project

Game Design Advice

Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about game design, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. Modeling depth may help us better understand how to think about these things.

Feature 40
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.

Pixel 52