Entries tagged with “game development”.
Tue 6 Apr 2010
Making History, Volume III: Constructing an artificial history
Posted by Jan Jacob Mekes under Features, Games & Game Design
[9] Comments
Tue 2 Mar 2010
Making History, Volume II: Carrying out historical research
Posted by Jan Jacob Mekes under Features, Games & Game Design
[6] Comments
Sat 13 Feb 2010
Adventures in Interfacing Part II: Interfacing the Adventure
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.
Mon 8 Feb 2010
Making History, Volume I: What History Can Do For a Game
Posted by Jan Jacob Mekes under Features, Games & Game Design
[5] 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…)
Tue 26 Jan 2010
Adventures in Interfacing Part I: Should the Interface be the Adventure?
Posted by Vince Twelve under Features, Games & Game Design
[19] Comments
Interfaces are important. I love interfaces. Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun. But adventure games, even the commercial titles, rarely get much interface love. Games in the genre tend to stick to one of the commonly used control schemes. (more…)
Sat 16 Jan 2010
The Idealist’s Way: Developing Your Dream Game
Posted by Mark Richards under Features, Games & Game Design
[8] Comments
Whilst Ben Chandler and the like are consistently getting game development just right, there is the rest of us, me included, getting it just about completely wrong – or are we? And are we that different from Mr Chandler?
This article, in short, will try to explain why trying to make your first project huge and exciting is indeed a bad idea, but why I’m sticking to it and why you should never give up.
Tue 12 Jan 2010
Design Taught in Pitfalls #4: When do I Stop?
Posted by Ben Chandler under Features, Games & Game Design
[3] Comments
So, you’ve got a whole lot done on your game, graphics are looking how you want and you’ve got some puzzles you really like. But hang on a minute, how do you know when your game is done? There’s always going to be moments when you go “I could just add a bit more on here”, and sometimes this is very beneficial. But you have to stop working on the game somewhere, or it’ll never get done.
This could be something so much bigger: It’s a natural feeling to get near the end of your project and think “This could be so much bigger!”. Parts you could add, bits you could extend – in fact if you’re like most people you’ll probably have ‘realized’ that the story you wrote would work so much ‘better’ as the first part in a trilogy. (more…)









