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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

This calls for another ECS concept: “ Archetypes ”. Add-on: The NPC Editor - by Yael Atletl, Tools Programmer. I’ve been a developer at Moonwards for 2 years now and though I’ve had many roles and done many things, from debugging, refactoring code, networking, fixing materials and more, lately I’m the NPCs and tools guy.

Build 52
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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

In cognitive psychology, there’s this concept called “Cognitive Load”. You already have all of these things you’re thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. Beyond that maximum, you start forgetting things and need to be reminded.

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No one Talks about the Stamina Bar in Farming Games?

Yobob Games

There are other ways to play with this fatigue and stamina concept. It probably took me 6 months to implement, iterate, and polish this concept up. It also doesn’t have to be stamina bars, it can just be about how fighting is done in farming games or talking to an npc. Effectively increasing your stamina by 24!

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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. This week, Cass continued chipping away at the base model for the Cathedral, adding a secret attic area that will house an important NPC you'll will meet along your journey.

Dev 52
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

Concept Art. While most of our dev team focuses on preparing an exclusive build of Kristala for Play NYC, our talented concept art team has been pumping out fresh designs for current weapons and items that still need revamped before our official vertical slice is complete.

Dev 52
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Concept Art. After Concept Artist Harold reimagined each level area in the demo, we then had him concept out the individual props that will be needed to carefully detail each environment. We really liked the concept of the existing logo, but we wanted to see what it would look like with a more realistic clock tower.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] Concept Art. In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. We can't wait to go back again next year!

Dev 52