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Eve DevBlog 33: Destroying is Building

Ugh, what a week. Like walking through a sea of mud. Not to imply that I haven’t gotten anything done. I’ve been working fairly consistently all week long, and in the moment it always feels like I’m making good progress,…

  • Problem Machine
  • May 10, 2013
  • Essays, Game Design, Life in the Machine, Narrative Design, Playing Games

Pursuit

I’ve always been interested in the idea of a horror game where the player is the monster. Though not generally regarded as a horror game per se, in the party game Werewolf the players each take on the role of…

  • Problem Machine
  • May 8, 2013
  • Diagnosticism, Essays, Game Design, Narrative Design, Playing Games, World Design

Recommended Viewing for Game Designers

Inception The plot of Inception revolves around a group of specialists who invade people’s dreams to steal ideas– or, in this case, to plant an idea. This is a story entirely about crafting a world for an audience in such…

  • Problem Machine
  • May 6, 2013
  • 1 Comment
  • Programming

Eve DevBlog 32: Pixel Perfect

Well, I have a screenshot… Now, the particle effects look a lot better here, and I wish I could claim that that was the product of a week of fruitful labors, but in fact that took about an hour or…

  • Problem Machine
  • May 3, 2013
  • Essays, Life in the Machine, Narrative Design

Trapped in Amber

In the Chronicles of Amber novels (at least the early ones), the premise is that there is one real world, called Amber, at the center of existence. Some people with special ties to Amber can walk through the shadow worlds…

  • Problem Machine
  • May 1, 2013
  • Diagnosticism, Essays, Game Design

Untitled

As I continue developing my personal game project, a little worry keeps on nibbling at the back of my mind– and, at this point, it’s probably had enough time to chew away a substantial portion of my brain stem, which…

  • Problem Machine
  • April 29, 2013
  • 1 Comment
  • Development, Programming

Eve DevBlog 31: Particulate Matters

Unfortunately, as the primary design phase of the project comes to a close and I enter the engine programming phase, I worry that the devblog will become commensurately less enjoyable for the general populace to read. While I forge away…

  • Problem Machine
  • April 26, 2013
  • Essays, Life in the Machine, Personal

Song of Myself

I imagine it to be raining. The drops tap against the panes of glass and I can imagine the cold wet outside and I savor my imaginary cold-weather melancholy. I have an affinity for the melancholic: It reaffirms my instincts…

  • Problem Machine
  • April 24, 2013
  • Diagnosticism, Essays, Game Design, Narrative Design

Adaptive Difficulty

Adaptive difficulty is a game design concept that held a great deal of traction for a little while but has seemingly fallen out of favor recently. “The player should be challenged at all times,” is the ideal, “but never actually…

  • Problem Machine
  • April 22, 2013
  • DevBlog, Development, Eve, Game Design, Programming

Eve DevBlog 30: Blueprint

Well! I’m probably way behind my non-existent schedule on this, but progress is progress. I have, now, a complete outline of the game. All of the levels, all of the enemies, all– well, okay, most– of the secrets, the bosses,…

  • Problem Machine
  • April 19, 2013
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