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Four Tips to Make Your Murder & Loot Game Painfully Addicting!

The Bottom Feeder

At some point in the last several decades of video games, everything became a role-playing game. Turns out, if your game design is a little lacking, all you need to do is spackle on a bit of "Make bars fill up to make numbers get bigger to make bars fill up." Designers think making an RPG is easier than it is.

Games 75
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Picking Apart Baldur's Gate 3, Part 3 (The Only Thing You Should Care About: Loot.)

The Bottom Feeder

Baldur’s Gate 3 Has Mountains of Stuff Over the years, I've tended to make my game designs cleaner. One of the best articles ever written about game design is about Magic: The Gathering. It's art, after all. In the tabletop game, wands recharge every day. That is my personal aesthetic.

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You Have No Idea How Hard It Is To Run A Sweatshop, Part 1

Designer Notes

Hi everyone, I’m Soren Johnson, and welcome to You Have No Idea How Hard It Is To Run A Sweatshop Here are the published games that I’ve worked on over my career, some of which I will touch on over the next hour. Certainly, that can be said for video games. I would never have bet on a ultra-detailed dwarf simulator using ASCII art.

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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.  Some just ignore the player while all of them do currently look for food in the endless terrain.

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My Final Fantasy 16 Review

Keith Burgun

Between that and the fact that I’m a game designer, and one who is also working on my own RPG, I feel like I’m in a pretty good position to give some thoughts on this latest entry in a way that might be helpful to other Final Fantasy fans. But overall, this game is just not worth the time it takes to play.

Fantasy 105
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Unity Environment Design Tutorial: How I Built This World in 24 Hours

SOVEREIGN MOON

This process was inspired by a Picasso quote, where here states that: The Importance of Play & Experimentation When Designing Environments. Now in the world of indie game design, I find it beneficial to take a similar approach. Color Pallet: My third goal for today was to find a color pallet for my game.

Asset 52
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Coherent Creature Design

Mnenad

Designing the game world's creatures. As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. I can imagine this as a great tool for artists of all kinds, even when it focuses on digital painting and concept art.

Terrain 52