An analysis of how various games use “tool” items to customize the player character and manage resources. I wrote it as guest post on the GamingPoint.org site – go read it now!
Tag: game design
Karaski DevBlog #9: Game Story, Plot Items, and Quest System
I have finally started integrating the main plot via in-game story, plot items, and a quest system that tries something new.
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Karaski DevBlog #8: Infiltration Gameplay, Vent Shafts and Player Movement
This week developing my second indie game was all about the mechanics and tools of infiltration, tampering with the game world to open new pathways.
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Karaski DevBlog #6: NPCs, Dialogue, and Real Life Influences
I spent the past week translating the imaginary character outines from my design docs into tangible NPCs you can interact with in my game. Say hello to the gang!
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Karaski DevBlog #3: Save States, Dialogue, and Women
Finishing some coding tasks and jumping back into character writing and modeling. Say Hello to Miss Sinclair!
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Karaski DevBlog #2: Social Stealth, Trespassing, Lightmaps and potplants!
This week of gamedev brought the concept of illegal behaviors and suspicion into my game, as well as some graphical tweaks and models!
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Why I play games I hate
There are some games I know I won’t like, but still buy and play. I feel it’s part of being a good game designer. Here’s my short list and reasons.
Game’s right to exist – of flash physics puzzles and truck simulators
Voltaire once said – “I disapprove of what you play, but I will defend to the death your right to play it.” Are all games worthy of being made?
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What 3,500+ playthroughs of our game tell of gamer choice and morality
Our indie adventure game Postmortem has had 3.5k playthroughs already! Here’s what the stats reveal about our gamers and their moral choices.
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My interview for DailyDPad.com about my game and inspirations!
So I got interviewed by DailyDPad.com about my upcoming game Postmortem the other day, and it’s now up (English and German version available), Go Read It >
Thanks Rian Voß!