Oh wow… look at the month

So I haven’t updated in a bit. I got started on my thesis and kind of checked out of everything. So let me get you up to speed.

voxelcatheadshot

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Progress At LAST! Face Modeling

Ever since I started working on the document side of game creation I have fallen behind in my art/3D work. I feel much better in general about the game’s direction and general possibility that we will finish some day but it felt really good to get back into Blender over the weekend and make something. Regrettably that something was not fantastic but rather horrific…

“Why, Leatherface, I didn’t know you were in this title!”

…but progress all the same.

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Game Design Documents are for the Newbie in All of Us

“My name is Daniel and I volunteered to make my teams GDD.”

“Hello Daniel…”

So I tried making my project on loose Google Docs, Trello, and Spreadsheets alone. I failed. Now I have a Game Design Document. Besides the fact that I feel so accomplished that I think I can just upload it to Steam now, I feel like I am on the path to not-failure.

Pitfall, via Activision and the Internet Archive
Pitfall, via Activision and the Internet Archive

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7 Ways to Avoid Feature Creep

After talking a lot about game design I thought I would discuss some practical project planning aspects this week. To start I wanted to discuss feature creep and setting goals. One of the most important things we did to help get our studio going was to set a very attainable bar for our game.

church4
A Blender model of a church.

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Game Design for Player Interaction Part Two

Happy Friday! Let’s pick up where we left off: Player interaction is dependent on the design. How someone will play your game depends on the rules and interactions they are allowed in your game.

Our attempts at using the Oculus were hampered when we tried to add haptic feedback for being hit with a bent baseball bat.
Our attempts at developing for the Oculus were hampered when we tried to add haptic feedback for being hit with a bent baseball bat.

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Game Design for Player Interaction Part One

On the last blog I asked, “How do you think the way a player interacts with the game changes because of the design?” Now the easy answer is that you change how the controller is used, or the device it is played on, or what materials are needed like dice. That’s not really what I mean though. I mean to say is how does the design of play affect the game and how can we adjust that through development?

You really don't want to see how they installed the joystick.
Game Devs are now USB compatible.

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