Yes, I am starting a new project! But before I get to the meat of it, the game idea, I want to point out what I actually would like to accomplish with this project.I want a platform where I can learn more about game programming and in general designing a medium sized code project. It should be a game with a very limited scope, a small game that I can diss...
Bluefirehawk's: "Path to World Domination"
Hellooo againAs the title says, you gain experience shortly after you needed it, or in this case, knowledge I gained after abandoning my project that would have been useful at the start.Basically, those are all the questions and tasks I should have tackled before I began. This post is partly for me and partly for anybody who also wants to start his own pr...
The future... good bye hopes and dreams
Posted by Bluefirehawk,
in
Info
17 February 2013
·
495 views
Alright, this is going to be a bit of a gloomy post, at least for me.In short, I am postphoning Project: Phoenix indefinitely, as studios like to put it. I am not going to work on it in the near future, but maybe later when I am wiser, more experienced, have more resources at my disposal and a better grasp of what actually needs to be done in a game proje...
About Core Aestetics and how you DO NOT start a game project
Posted by Bluefirehawk,
in
Game Design
18 January 2013
·
675 views
sooo... this week's entry is about the completely same topic as the last one, but a bit from a different side. In a nutshell I want to show what I did wrong in my first game draft and what I further change. At the same time this should be a bit of a example how fast your game idea can change.in this post, I rely heavily on the principles explained in this...
Evouluushun, why scrapping a game is good
Posted by Bluefirehawk,
in
Game Design
11 January 2013
·
477 views
sooo... this week may be a bit of a weird post. More weird than usual? Maybe, probably...I am sort of scrapping everything of Project:Phoenix and start again, except for the code, there isn't much around yet, but more to that later.I didn't write about it, but a lot changed since the last time I updated this journal, the game today and the game I wrote ab...
What the hell, usability? What are you doing in a game?
Posted by Bluefirehawk,
in
Game Design
20 December 2012
·
444 views
Sooo... this week I write about the overworld. "Why?", well, I missed writing about it in previous posts and it is important enough to get it's own entry. Without further delay, here it is:
The Overworld
If you remember, I have an overworld. This feels weird writing it like that, as if it's an illness. But back to...
The Overworld
If you remember, I have an overworld. This feels weird writing it like that, as if it's an illness. But back to...
sooo, this week I try to write the entry drunk... yeah, I am really drunk, so don't think to harshly about any spelling errors.
This is the second part of the "Power of Music" series, but I have to disappoint you, this won't be a huge entry writing about the missing music pieces of my current project. So why did I have the need to write...
This is the second part of the "Power of Music" series, but I have to disappoint you, this won't be a huge entry writing about the missing music pieces of my current project. So why did I have the need to write...
Sooo.. this weeks entry is about what the title says.
Why? Because of everything.
I recently came to the conclusion that designing a game doesn't only mean designing mechanics, designing the gameplay. Good games design the feelings the player has while playing the game. And those are the games we remember, we know and love.
On the other hand, the very...
Why? Because of everything.
I recently came to the conclusion that designing a game doesn't only mean designing mechanics, designing the gameplay. Good games design the feelings the player has while playing the game. And those are the games we remember, we know and love.
On the other hand, the very...
Sooo... this is a bit of a mix post in terms of categories, since thinking about the antagonists sort of touches upon most Categories in a computer game.
Talking about enemies is one of the most obvious crossover between game mechanics, story and art. All of them are equally important to form a good antagonist, that is fun. To me, it also means the...
Talking about enemies is one of the most obvious crossover between game mechanics, story and art. All of them are equally important to form a good antagonist, that is fun. To me, it also means the...
the Inevitable happened, the exam storm has hit the harbor. And it hit hard.
Also, I maintain other hobbies than programming, I also do some martial arts and now have the chance to train for amateur full contact fights. That would mean more training and less time for other stuff.
But I don't want to stop programming this, I love the concepts, problems...
Also, I maintain other hobbies than programming, I also do some martial arts and now have the chance to train for amateur full contact fights. That would mean more training and less time for other stuff.
But I don't want to stop programming this, I love the concepts, problems...
Recent Comments
-
The future... good bye hopes and dreamsNavyman - Feb 17 2013 11:19 AM -
About Core Aestetics and how you DO NOT start a game projectMyhijim - Jan 24 2013 01:48 AM -
About Core Aestetics and how you DO NOT start a game projectM6dEEp - Jan 18 2013 07:04 PM -
About Core Aestetics and how you DO NOT start a game projectNet Gnome - Jan 18 2013 04:22 AM -
Evouluushun, why scrapping a game is goodBluefirehawk - Jan 14 2013 02:47 PM
1 user(s) viewing
0 members, 1 guests, 0 anonymous users
Latest Visitors
-
Boreal Games07 May 2013 - 16:12 -
Gaiiden12 Apr 2013 - 20:46 -
ISDCaptain0108 Apr 2013 - 21:45 -
makuto28 Mar 2013 - 07:31 -
stannic19 Mar 2013 - 16:54
Create a custom theme