Basic mechanical prototype completed, and I expand on potential application of core gameplay.
Concept: Hook: A light hearted story-driven puzzle game through the perspective of a peculiar man. Pitch: You play a peculiar man who experiences the world in fundamentally different ways, which the game represents mechanically and visually. Given a seemingly mundane task, you have to work through the challenges this experience presents to him. Pursuing … Continue reading Dev Log: Design Doc
Working Title: My Little Linear Story Pitch: Traversing a 3 dimensional world in only 1 dimension, you play a character pushing the bounds of what he’s capable of within the limitations of his disability. Concept: You control Prorak, a character attempting to go about his mundane everyday life, but who is only capable of moving … Continue reading Dev Log: Initial Outline and Core Gameplay Concepting
(this was originally published October 2016 on a mirrored blog of mine) Battlefield 1 has been compared to a WWI-skinned WWII game, so is it? Well, the better question is which military shooters aren’t WWII games? Fewer than you think. Possibly every mainstream military shooter owes its design to World War 2. World War 2 … Continue reading World War 2: 1914–2142
The art of making killing fun. Despite their clear separation from reality, games often benefit from and rely on thematic tricks to make killing that much more palatable. The easiest and most common is simply the choice of enemies. Those with the broadest appeal, aliens, nazis, and zombies, will be discussed here. We'll break down … Continue reading Alien Nazi Zombies
The Hearthstone community is awash in unrest after only 1 card was changed out of the game’s massive collection of 698. It successfully removed an overpowered archetype from dominance while leaving variations on it viable, if not competitive. Meanwhile the developers, and most of the community seemingly agreed the card was unhealthy for the game. … Continue reading The Precarious Act of Balancing
There's still painfully little open discussion about the actual act of game design. In these articles I'll be reviewing my own thought processes in trying to work my way through a game design challenge. This one was an interesting example of how interconnected and wholistic game design is and the way that can lead to … Continue reading Design Troubleshooting: Rebuilding Resources