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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Anyway, here's my notes. Money sink.

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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I do sometimes have ‘flashes’ -or dreams- of cool ideas like a gameplay mechanic, other times a whole story or environment. Often they could be difficult to implement or have no coherency with the world you are building.

Dev 160
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Design review: Botany Manor as a quiet dark detective game

Radiator Blog

The Witness fully commits to hundreds of puzzles at the scope of an open world game. I'm disappointed, but I understand why the devs made these choices. Is it heat, wind, light, acidity, soil sugar content, or any of the previous puzzle mechanics we spent the last 2 hours tutorializing? How do we filter the clues?

Puzzle 173
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Fly around on a broom in cozy adventure Mika and the Witch’s Mountain by Chibig

PreMortem.Games

Indie developer Chibig started in 2017 as a one-dev studio in Valencia, Spain. Combining the looks of a Ghibli movie with the condensed open world of that game, gave birth to the idea of an apprentice witch delivering packages. So, finally, we decided to stick to the original plan and create a short adventure.

Mechanics 104
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How to Create Video Game Atmosphere

Game Designing

Though it is easily overlooked, especially for newer devs focused more on the nitty-gritty of game development, the atmosphere is a crucial component for any successful release. Both are open-world action-adventure games with fantasy elements and similar mechanics. Compare two games Breath of the Wild and Elden Ring.

Games 136
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). Streaming is the most important feature missing for managing large scenes or open worlds. Additionally, Godot 4.0

AAA 145
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I’m interested in scaling of the enemies to the character level in those games that do that. In some of the open world games I play an encounter will be death until I level up (or skill up). When I do get higher level it gradually becomes more doable until eventually it is trivial. What kind of scaling mechanisms are common? Is it linear, a percentage boost/penalty compared to player, or something else?

Ask a Game Dev

Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ. They can choose more challenging encounters if they desire, but it can help guide most players though a reasonable critical path.

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