Wed 10 Mar 2010
What is an Adventure Game?
Posted by Igor Hardy under Features, Games & Game Design
[11] Comments
Wed 10 Mar 2010
Posted by Igor Hardy under Features, Games & Game Design
[11] Comments
Tue 2 Mar 2010
Posted by Jan Jacob Mekes under Features, Games & Game Design
[6] Comments
Wed 24 Feb 2010
Posted by Martin Mulrooney under Games & Game Design, Interviews
[7] Comments
Thu 18 Feb 2010
Posted by Drew Wellman under Features, Games & Game Design, Reviews
[7] Comments
Sat 13 Feb 2010
Posted by Vince Twelve under Features, Games & Game Design
[2] Comments
Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I’m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, fast, and intuitive.
Thu 11 Feb 2010
Posted by Drew Wellman under Games & Game Design, Reviews
1 Comment
There’s just something special about frolicking in a meadow for a while without a care in the world and that’s the best way I can describe Danny Dread is On Call. A cool breeze blows through your hair as you prance through the beautiful flowers, even if you don’t have any real reason to do so and you have minor allergies.
But enough of my odd and slightly creepy analogy that will become a little more clear momentarily, let’s get down to the meat of Danny Dread. (more…)
Mon 8 Feb 2010
Posted by Jan Jacob Mekes under Features, Games & Game Design
[4] Comments
Past, present, future. Of these three, the past is the one we have most affinity with. The present is just too volatile, it changes all the time. The future is endlessly interesting, a great source of speculation, but that speculation is inherently based on our current experiences. Experiences that come from – you’ve guessed it – the past. (more…)