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...
Bluefirehawk's: "Path to World Domination"
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 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...
Soooo... this weeks post originally was more on the gameplay, but first to something completely different:
As I started to think more about the engine design, I couldn't get my head around how I should switch correctly between the "overworld view" and "fight view". As it turned out, the actual problem was lying somewhere else, I...
As I started to think more about the engine design, I couldn't get my head around how I should switch correctly between the "overworld view" and "fight view". As it turned out, the actual problem was lying somewhere else, I...
Sooo in this weeks entry I write about the final aspect of my game:
"Real time fight" aspect
The last one of the aspects and maybe the most important one, This is what the player does all the time and this is what he should want to do even more. To me it seems like the Real time fight is connected to the...
"Real time fight" aspect
The last one of the aspects and maybe the most important one, This is what the player does all the time and this is what he should want to do even more. To me it seems like the Real time fight is connected to the...
Soooo this weeks post is business as usual, here is the second part about the core aspects of the game.
I am currently on holiday, so there won't be a new entry next week. To compensate a bit, this one will be a bit longer, see you in two weeks!
"Strategy" aspect (planning with your...
I am currently on holiday, so there won't be a new entry next week. To compensate a bit, this one will be a bit longer, see you in two weeks!
"Strategy" aspect (planning with your...
I first wanted to post about all three core aspects, but then I realized it might be too much to post in one entry. Instead I decided to only post one aspect and try digging a bit deeper.
So here it is:
Part 1, The "RPG" aspect
If you were kind enough to read my ramblings about the lore, you may have noticed that you will...
So here it is:
Part 1, The "RPG" aspect
If you were kind enough to read my ramblings about the lore, you may have noticed that you will...
Recent Comments
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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
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