Archive for the 'Game Design' Category

Perma Death

               Sunday, April 19th, 2009

This will have the die hard Arena/Daggerfall fans turning in thier graves, ‘perma-death’ ala the roguelike’s. (Once you die, that’s it start again)
At the moment the content is very tight, ie just the Island and a few dungeons and caves. Having ‘perma-death’ wont have such an adverse effect, but will indead make it more of [...]


               Saturday, January 10th, 2009

YAGNI, short for ‘You Ain’t Gonna Need It’, suggests you should’nt add functionality until it’s necessary. 
This is pretty much the philosophy I’ve been developing games for ages, and without even knowing it. (Daggerwind is no exception)

Always implement things when you actually need them, never when you just foresee that you need them in the future.

The time [...]

Game Editor

               Wednesday, January 7th, 2009

Starter dungeon area within the Unity Game editor, full WYSIWYG with seamless Visual Studio integration.

Just to give you an idea how cool Unity is, with a KVM setup between Mac and PC, and an external 250Gb hard-drive, a seamless integration of game assets is also possible.
Sample workflow:

3DS Max open on PC, modify model in veiwport [...]

Corner Stones

               Tuesday, December 30th, 2008

You can find the design document for this project up on the official sourceforge project page on the WIKI. In fact the whole of the WIKI is the design document, (or the other way around, the whole of the design document is the WIKI)
However the content can be sumerised is the form of ‘corner stones’ [...]