Remove Balance Remove Prototyping Remove Terrain
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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Exiles Prototypes. ASCII art for Exiles prototypes.

Balance 52
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.

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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. Paweł and I are teaching classes on simulations and game dev that are heavily based on Godot Engine mostly due to Godot being perfect for fast prototyping. Why did you choose Godot for your project?

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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Balancing the weight of each system was difficult. Like many game prototypes, my initial sheepherding test began as something much grander and more complicated.

Pixel 52
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We Dwell in Possibility as queer gardening simulation

Radiator Blog

Naked simulated AI people ("peeps") arrive and flow across the terrain. My first prototype were sim-heavy, based on basic cellular automata , a technique popularized by Conway's Game of Life (1970) where cells (or anything, really) live or die based on crowding, However this felt too fiddly, with small shapes that changed too quickly.