A clear concept need to be defined along with the intended level of quality that the game has to fulfill for narrative, game and play.
There are many ways to get ideas. These range from getting a revelation while walking down the street or doing the dishes, to working structured with tools and methods in collaborative sessions. I like to capture as many ideas, tell as many people about them as possible, and formulate the ideas so your peers can easily understand them. Continue reading →
I has been some time since I reflected closer on ways to simplify game production. This article is the kickstart to set of articles on my views on it. Since my graduation I’ve seen different software productions, mainly from a quality- and process oriented perspective. I’ve also experimented with different game development processes in smaller teams. This experience has given me some new takes on some of the initial ideas that I studied at the university.
The mechanic in MDR is simply to balance the distance to NPC agents running around after you. When they’re in your vicinity, you suck their life energy: good. If they are too close to you for too long, they die: bad.
Right now I am totally exhausted after having designed and coded in audio in the NGJ game Inglorious Skater.
There has been a lot of very interesting and funny games here at the Nordic flagship of IGDA’s Global Game Jam in Copenhagen.
There where a number of games submitted this year of which twelve went to through the first voting round:
The theme of the Global Game Jam was deception and the local constraints for GMT+1 (based on timezones) was that the games had to incorporate the words monkey, donkey, or key (I’m afraid the art of subtlety has been lost; if I hear of a game including any of those within the next year, my head is going to pop).
I’ve noticed a few using XNA or GameMaker, a bit more using Flash but by far, the majority of the games here where created with Unity.
Our issue tracker, FogBugz, is not feature loaded, but the FogBugz XML API has quite a few possibilities to it.
I am learning Perl to get an easy and versatile tool to work the API with. Once I am on top of that, I will look into how the API can be used to fill in some missing features of FogBugz. Then, in a near future when I have tweaked FogBugz to meet the needs of Unity Technologies, I will put my interests and experience into extending the product itself to make life even more easy for game developers.