Remove Game Designer Remove Mechanics Remove Terrain Remove Writing
article thumbnail

How making 12 games in 12 months changed Cukia Kimani’s life

PreMortem.Games

Driven by his desire to immerse himself in game design, Kimani rejoined Wits University. Cukia Kimani & Ben Myres He explains, “The reason for me to go back to Wits and do a post-grad in Game Design, to be honest, was the community. The deformable terrain was a bug. Being around those people was great.

Games 104
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. But on the other hand, this fact made me aware of my competence as a game designer

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

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. He writes about how players must be able to determine if a creature is a friend or enemy just by its shape and from long distance.

Terrain 52
article thumbnail

Four Tips to Make Your Murder & Loot Game Painfully Addicting!

The Bottom Feeder

At some point in the last several decades of video games, everything became a role-playing game. Turns out, if your game design is a little lacking, all you need to do is spackle on a bit of "Make bars fill up to make numbers get bigger to make bars fill up." Nobody could write Asteroids now. Restrictive terrain.

Games 75
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Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.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

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
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. …alert level xD. If available, that is.

Beta 52