Remove AI Remove Game Design Remove Terrain Remove Writing
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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Most people don't actually care about deep dives into game design. But I DO Write Games For a Living I try out lots and lots of video games. For example, you can make the same goblin (well, moblin) fort play entirely differently by placing it in ways that interact with the terrain around it. Wise choice.

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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. But on the other hand, this fact made me aware of my competence as a game designer.  Where do I begin here… Let me go back to the point I quit writing about in the blog. The creature designs.

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Rebalancing Cogmind

Grid Sage Games

The scope of this rebalance is way too large to cover in its entirety, and while I don’t plan to write about every aspect, we’ll be looking at the broad strokes and pick out some representative examples here and there. This is a pretty good example of the heavy influence interface limitations can have on game design.

Balance 52
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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Here I depart from Brokeback and take a note from God's Own Country, writing two characters with different ethnicities and upbringings: Jose is a middle class suburban Latino west coaster, and Bud is a white working class rural hill guy. You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia.

Pixel 52