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Game Design

It's called *POLISH*, hunny

You ever play a game and it all clicks and the mechanics feel like they just "fit"? You ever get that same feeling when working on a game and putting the final pieces of the puzzle together to make a mechanical system work? I'm an advocate for the idea that timelines and dev roadmaps should be left vague, because when you're in elbow deep in a system, you'll know when its done. It'll click into place and fit right and you can move on.
I mention all this because I experienced that very thing while working to perfect my on-map enemy events. I got all of them brought up to date with the newest functionality, added a 3-second immunity window so the player wouldn't get forced into another fight immediately after fleeing or winning a fight, and *BAM* knew right then I was done and could finally move onto something else without worrying about it. It's definitely the little things that keep me in this game.

Game Design

Small maps are good

I think a lot of people feel large map = better, and I've had similar thoughts, but I've come to really appreciate scaling things down a bit and creating more intimate maps. Often only being a single screen, mapping this way makes it much easier to craft really detailed areas and it definitely gives the dev more precise control of how the player will be approaching the challenges in each area.
This is just a little bandit camp offset from one of the routes which connects larger areas of the open world, but even here you can surely see the value in a tighter focus. Also, ignore the autoshading, it is disabled in the game due to the lighting engine and I don't know how to turn it off in the editor without going into the game files which isn't worth the effort atm.



Miscellaneous

Introductions!

This intro will be short because no one care who I am, whats important is the content, and I agree! Suffice to say that I am making Vallondian. I will be using this blog to post updates, share assets I'm making, give shoutouts to the creators of plug-ins and assets I'm using or taking inspiration from, ect. If you only care about big updates then, I'm sorry to say, you're unfortunately going to be less than thrilled with my posting style and schedule.

Anyway, first post is an enemy sprite, hell yeah. I've had a ton of fun making the assets in this art style. This is a man and a dog. That is a total of two (2) things. Vallondian only features 1v1 fights tho. To circumvent that restriction I made them a single entity, named "Mongrel Pair". Incredible. Stay tuned for more banger advice such as this and questionable circumvention of my own self imposed aesthetic/gameplay standards.

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