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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

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GenoTerra - The finished prototype.

Mnenad

I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. Using such techniques can cause problems in the coherence of the worlds that adversely affect the game experience.

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Unity Environment Design Tutorial: How I Built This World in 24 Hours

SOVEREIGN MOON

This process was inspired by a Picasso quote, where here states that: The Importance of Play & Experimentation When Designing Environments. Now in the world of indie game design, I find it beneficial to take a similar approach. Time Chunks: The first game element I play with is time. Want to Make Video Games?

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On Backtracking in Roguelikes

Grid Sage Games

Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.

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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy. If available, that is.

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