Remove Concepts Remove Mechanics Remove Terrain Remove Writing
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.

article thumbnail

Coherent Creature Design

Mnenad

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.  Designing the game world's creatures.

Terrain 52
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

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that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.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

Data 52
article thumbnail

Teleportation Mechanics

Grid Sage Games

Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them.

article thumbnail

Garrisons 2.0

Grid Sage Games

I’m reminded of Beta 11’s spicing up the main complex with Heavies and Cargo Convoys , though in this case it’s not just adding one or two new mechanics but instead about turning Garrisons into proper branch maps in terms of content distribution… Encounter Architecture. Some concepts: More enemies could show up?

Beta 52
article thumbnail

That Lonesome Valley as cowboy coin crusher

Radiator Blog

Here I depart from Brokeback and take a note from God's Own Country, writing two characters with different ethnicities and upbringings: Jose is a middle class suburban Latino west coaster, and Bud is a white working class rural hill guy. The romantic interest Bud is a local ranchhand assigned as a guide.

Pixel 52