I've always been a fan of procedural level generation in games and think it's gotten short shrift as of late. I stumbled upon this presentation that explores maze generation algorithms--
http://www.jamisbuck.org/presentations/rubyconf2011/index.html
And thought they could be tweaked and employed for use in Project Unknown or another game in the future. Maybe a roguelike.
Friday, September 14, 2012
Thursday, September 6, 2012
5 Games To Consider
Thinking about possible mechanics for the game I'm working on, Project Unknown. It's a fast-paced action/platformer/fighting game with a cinematic camera and a heavy emphasis on speed. Inspirational games that came to mind were--
Devil May Cry -
Intense, stylish, fast paced action. Memorable character design on the protagonist.
Muramasa: The Demon's Blade & Dishwasher Samurai -
Gorgeous visuals and flashy, intense 2D combat.
Super Mario Galaxy -
Excellent dynamic tracking camera.
Monday, September 3, 2012
Pitch
Made my design pitch for "Elemental WizKnight," a cooperative action puzzler with resource management elements, last week. Some of the most memorable and satisfying gaming moments I can recall have happened in games that emphasize teamwork and clever resource use. Hope it gets selected!
Thursday, August 23, 2012
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