|Posted by neogenerationgames on May 18, 2012 at 1:50 PM||comments (0)|
The God, Girls, and Game Design blog is a much more personal and broader blog by our founder. It focuses on a much wider range of subject matter. It is also more updated frequently.
Sample Blog Posts on Game Design:
|Posted by neogenerationgames on August 2, 2011 at 1:32 PM||comments (0)|
I was to enter in a "Falling Sand" game in the GMC Jam #3, but I am late due to some technical difficulties(I may put it up anyways at a later time). To those who don't know what a "Falling Sand" game is, it's essentially a two dimensional interactive sandbox game world. You can create sand, water, and other elements by painting them on the screen. It's really cool to see those particles interacting. Some "Falling Sand" games have special elements like zombies, bee hives, growing plants, and circuitry complete with electricity and machines.
Particles and anything that can number to the thousands are handled notoriously slow by the Game Maker interpreter. At first this prevented me from starting one before. It required a bit of foresight to solve the problem.
Instead of using the obvious object as a single particle, I opted to use database grids instead. Objects contain multiple variables, which will be unnecessary for this endeavor. Besides, "Falling Sand" games are simplistic in graphics and gameplay.
The method I chose created a grid the size of the playing field. Each coordinate contained a number that identified the particle in that coordinate it was in. This was the easy part.
The hard part is parsing and executing the grid. My first attempt was to parse the grid from top to bottom. This created a problem where a falling particle fell all the way down in one step. I then made it parse from bottom to top. Problem solved.
However, later when I was creating fire particles, the opposite became true. Fire floated up in the air, and so I found the fire particles get to the top of the screen in one step.
I solved this problem by making the parser parse every other line in one step and parse the remaining lines in the next.
Currently, my game has about 25 elements you can create and interact with. I'm going to release it soon, so stay tuned!
|Posted by neogenerationgames on July 8, 2011 at 10:52 AM||comments (0)|
The Storyteller Medium is an RTS storytelling device for Ground Zero CLASH. It is designed to overcome the hurdles of storytelling that have plagued strategy games.
It generates "encounters", moments of story and gameplay combined into "storyplay". Encounters can be set in the map or randomized. An example of an encounter is an ambush, or an epic, heroic battle, or a superweapon construction.
But these encounters only partially emerge from gameplay. They are not fully a result of player's actions, but follow storytelling conventions of conflict, climax, reversals, and so on. Dialogue and character unit interaction is shown.
To learn more, stay tuned!