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Bluefirehawk's: "Path to World Domination"



And now to something completely different, or why Diablo 3 sucks 2nd try

Posted by Bluefirehawk, in Info, Rambling 08 March 2013 · 1,118 views

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...


You only gain experience shortly after you needed it

Posted by Bluefirehawk, in Info, Game Design 22 February 2013 · 788 views

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 · 707 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 · 969 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 · 642 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 · 573 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...


Power of Music, Part 2

Posted by Bluefirehawk, in Uncategorized, Lore/Story 07 December 2012 · 661 views

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...


The Power of Music

Posted by Bluefirehawk, in Lore/Story, Game Design 23 November 2012 · 545 views

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...


The Enemies you fight and Hellooo Plotdevice

Posted by Bluefirehawk, in Lore/Story, Game Design 16 November 2012 · 524 views

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...


When the storm hits

Posted by Bluefirehawk, in Info 09 November 2012 · 527 views

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...






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