Remove Build Remove Concepts Remove Mechanics Remove Terrain
article thumbnail

Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” The premise is thrilling: “You are building a virtual society inside of an ecosystem,” Krajewski explained. “This is what we’re building with Eco ,” Krajewski said.

Indy 105
article thumbnail

GenoTerra - The finished prototype.

Mnenad

The Mechanic I. I was looking for suitable solutions for having both views in the mechanic of the game. But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. The idea of a helping instance was indeed present in a very early stage of the concept.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

Cult of the Lamb by Massive Monster This is a Hades-like / Binding of Issac-ish 2D action roguelike wrapped around a Don't Starve / Rimworld-y town building crafting survival system, with all the subversively violent dark cartoon humor of those references. After all, how many games offer you a "suffering musician" build?

Indy 52
article thumbnail

M&A Master Class: Chris Petrovic Teaches Acquiring Great Gaming Companies

Deconstructor of Fun

Can you feel the excitement building? This practice allowed them to fully immerse themselves in various games, gaining firsthand experience of monetization models, community dynamics, and gameplay mechanics. While this open dialogue is crucial for building trust, it can also extend the timeline of the M&A process.

Games 52
article thumbnail

Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed. Categorical Approach.

Balance 52
article thumbnail

Item Variants and Randomization in Roguelikes

Grid Sage Games

Items in Rogue may also be cursed and therefore non-removable except via special means, though that is a tangential mechanic tied more to the identification minigame rather than item randomization itself.) Brogue’s trippy colors come from impactful terrain features like water, lava, and gases.

Data 52
article thumbnail

On Backtracking in Roguelikes

Grid Sage Games

The interesting part is that you can see all these statues on the way in, foreshadowing potentially difficult bottlenecks on the way out (assuming you can’t directly confront and outright destroy all the living statues, a decent assumption for many builds).