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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

So, what sets our game apart is its blend of authentic ’90s rally racing experience with modern gaming mechanics. We initially used tools like Gaia & Gena, which were great but had limitations in customizing tracks to our exact needs, such as adjusting terrain and placing racing assets effectively.

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Teleportation Mechanics

Grid Sage Games

Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. Controlled Teleporting?

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5 Lessons from Catan for Aspiring Board Game Designers

Brand Game Development

You create an island of hexagonal tiles, each of which represents a different type of terrain. From this terrain, you gather wood, grain, brick, sheep, and stone. Resist simple zero-sum mechanics to create a more interesting game. Join my community of over 2,000 game developers, artists, and passionate creators.

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new Quake map: Breakfast Under The Balloons

Radiator Blog

So I divided the bumpy terrain into quadrants, with big tree roots gating each section. It helps supplement the stealth fantasy in a game with basically no stealth mechanics. 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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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

A simple texture change or model update can impact gameplay mechanics, UI design, and monetization strategies. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i). Generate rapid concept art iterations based on simple prompts. (ii). Automate texture creation and material variations.

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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. Having the character and the story set, the mechanic was implemented. Adobe Acrobat Document.

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

Radiator Blog

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. Here the restraint of the walking sim format justifies the minimalism.

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