This post explored the ideal game character that leverages interactivity to its fullest. I explore the recent history, the current state, and some reasons populating game worlds can lead to better player experiences.
For this edition of Developer’s Diary, let us proceed into something impressive. Something global players have been waiting for since the launch of THE ALCHEMIST CODE over a year ago -The Player Versus Player (PvP) feature.
So you’ve made a mod, you’ve heard of the incredible success of mod-to-indie transformations like PUBG & Team Fortress 2, and you’re thinking about transforming your mod into a stand-alone game. Here's what I've learned, making The Forgotten City.
The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that we came up with. We would like to share the story of a boss battle that fell victim to its own scope.
My name is Dr. Michael James Heron. And I’m a fraud. Herein lies my confession, in the dying days of the Year of our Lord, 2018.
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
A discussion on the flexibility of play style given to players of the Metro games, as well as the superb level design of the Metro series.
Summary of how Long War implementation of XCOM: Enemy Within enhanced features of the vanilla game
This post was inspired by the game dev who was trying to find $1.25kk to finance his very first indie game. I explain why focusing on what your team can achieve with the resources in hand is a more rational approach, than aiming for a BF-like monster.
This blog sheds light on the various player-types that comprise RDR2 and reasons why individuals enjoy playing RDR2.