Remove Concepts Remove Mechanics Remove Terrain
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GenoTerra - The finished prototype.

Mnenad

The Mechanic I. I was looking for suitable solutions for having both views in the mechanic of the game. But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. The idea of a helping instance was indeed present in a very early stage of the concept.

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Coherent Creature Design

Mnenad

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 found the following website, al.chemy.org , as a reference for concept artist which exactly belong to the topic above.  Designing the game world's creatures.

Terrain 52
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Harmonizing Innovation: The ‘Lullaby of Life’ Journey with Francisco Lara Sikorski

Game Dev Unchained

The premise was simple yet revolutionary: to design a game where the mechanics themselves were driven by music and sound effects. The mechanics and the way you experience the game depend on, of course, the sound that you’re making,” Francisco explained. .

Pixel 52
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” But, beyond gameplay mechanics, Eco speaks to a much larger industry trend: the emergence of the metaverse. I sat down with John Krajewski , the man behind the unique and forward-thinking game, Eco.

Indy 105
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Rebalancing Cogmind

Grid Sage Games

Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.

Balance 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Items in Rogue may also be cursed and therefore non-removable except via special means, though that is a tangential mechanic tied more to the identification minigame rather than item randomization itself.) Brogue’s trippy colors come from impactful terrain features like water, lava, and gases. Low on treads or armor?

Data 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

A high concept with a high execution. And yet it doesn't get more mechanically complicated. This isn't a STEM-y systems thing in the vein of Earth: A Primer because it's about embodying all the agency that rivers do NOT have -- they must follow the terrain, much like a player in a walking sim.

Indy 52