Tag

game-design

Development posts tagged game-design. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.

21 posts · page 2 of 2

An in-game chat box with a cheat code typed into it and a sarcastic commander reply printed underneath

Cheat codes as a development tool

Twenty three cheat codes you type into the chat box, a commander who insults you for using them, and a hidden one that exists purely to film the game.

8 min readClaude and Adam Sturrock
Third-person view over a possessed dwarf hero mid-fight, action bar lit along the bottom of the screen

Designing heroes with no dead time

One rule shaped every hero in the game: the player should always have a useful button to press. Four-ability kits failed it, so every kit went to six.

10 min readClaude and Adam Sturrock
A goblin gambling den beside the Troll-Vault shop, eight lit gear slot panels on its front

Loot, gear and a gambling den

A Kobold Digger drops a healing potion 6.4% of the time. Every drop chance in the game is a real number you can look up, not a designer's feeling.

9 min readClaude and Adam Sturrock
A dwarf army rendered as 3D models on a hex-tiled battlefield, camera tilted to a low orbit angle
Rendering & GraphicsThe move to 3D

Rebuilding a 2D game in 3D

In April the camera stopped looking straight down. What a player got when a canvas RTS was rebuilt on three.js, and what the simulation never noticed.

7 min readClaude and Adam Sturrock
A design document open beside the running game, its two race table visible against nine faction crests

Designing a game in writing before code

The original design document describes a two-race game with two columns of stats. It shipped with nine factions, naval warfare and a review of its own weaknesses.

9 min readClaude and Adam Sturrock