Remove Concepts Remove Game Design Remove Mechanics Remove Terrain
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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. But on the other hand, this fact made me aware of my competence as a game designer

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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.” But, beyond gameplay mechanics, Eco speaks to a much larger industry trend: the emergence of the metaverse.

Indy 105
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Coherent Creature Design

Mnenad

Designing the game world's creatures. As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. I found the following website, al.chemy.org , as a reference for concept artist which exactly belong to the topic above. 

Terrain 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

It takes good parts of other good games, and skilled talented people spent lots of time and money on it. But if you're already familiar with all the game design deities invoked here, there probably aren't enough design risks nor genuinely subversive ideas. The cult of the game industry is most powerful of all.

Indy 52
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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Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Overall Rogue doesn’t really have many different item characteristics to modify or games systems to interact with, which is a primary limiting factor in the extent of randomization a game can support. Brogue’s trippy colors come from impactful terrain features like water, lava, and gases. Low on treads or armor?

Data 52
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On Backtracking in Roguelikes

Grid Sage Games

Some roguelikes don’t go heavy on realism, in which case backtracking for this reason can be considered a non-issue and solely a decision to be made within the greater mechanical design, though this does mean progress ends up feeling gamier overall. Design Control.