Posted in PC on October 27th, 2006 4 Comments »
In the comments, Thelo made me realize that controlling this game like I described could become quite complicated. To solve this problem I rethought the user-interface and decided to go with a more SimCity-esque control scheme rather using the RTS model.
Rather than ordering characters around, you’ll just have to decide what needs to be done […]
Posted in PC on October 26th, 2006 5 Comments »
Yesterday was all about describing how to control the characters and the task they have to do, today is going to be about resources and construction. These survivors will need to build useful structures if they’re going to survive the long months stranded on that island.
But first, a change from the original concept.
Goodbye Sophisticated Player […]
Posted in PC on October 25th, 2006 No Comments »
Yesterday I talked about the high level concept behind this exploration game. It’s an ambitious and interesting concept, but it has to be supported by good low-level gameplay to be fun. That’s what I want to cover today: how the game is controlled, what differentiate one character from another, how technology development works, how the […]
Posted in PC on October 24th, 2006 1 Comment »
Lost meets Civilization meets Spore. That’s the high concept for this week exploration-themed game.
What does that mean exactly?
Lost
The game starts has a small group of survivors from a shipwreck find themselves stranded on the beach of a mysterious island. Your first job is to handle their immediate survival by sending some of the survivors to […]
Posted in PC on October 23rd, 2006 No Comments »
It’s the second week, so here’s the second challenge. As with the first time, both were selected randomly.
Platform: PC
Theme: Exploration
A theme that’s much more general this week — exploration could mean exploring a dungeon, a jungle or a whole new imaginary land. That theme may seem easier than last week’s, but that lack of specifics […]