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Driven by his desire to immerse himself in gamedesign, Kimani rejoined Wits University. Cukia Kimani & Ben Myres He explains, “The reason for me to go back to Wits and do a post-grad in GameDesign, to be honest, was the community. The deformable terrain was a bug. Being around those people was great.
In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into gamedesign.
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. Visual scripting is ideal for non-programmers, or for programmers exposing behaviors to gamedesigners, artists, etc. and that we'd better focus fully on 3.0
Fortunately, the art design of the game performs well. The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. The grand scene).
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. My personal solution was to program my own shape generator, based on values from the terrain generator. Shape generation tool.
Despite its relatively small item pool and low emphasis on random variants, Brogue has an even greater emphasis on terrain factors that really help support the dynamic gameplay in a way that keeps repeated runs interesting. Brogue’s trippy colors come from impactful terrain features like water, lava, and gases.
In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) and is likely to either become a player crutch or lead to tedious optimal play (a topic I covered in my gamedesign philosophy article ). Birth options menu during Angband character creation. Architecture.
You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.
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