Month Eighteen The User Interface (UI) is a critical component of any digital product, whether a website, mobile app, or game. It must be inviting and intuitive, and sometimes what is necessary goes beyond functionality. As an immersive experience, games need to create an ambience for the player. Disco Elysium does a wonderful job of … Continue reading Devblog 29: Manifest Good Vibes (With Good UI)
Author: Jamie McCully
Devblog 28: The Fog
Month Seventeen Unlike John Carpenter's movie, this blog post will not be about Ghost Pirates. Chess players have total knowledge of the game state. They know where their opponents pieces are and can plan accordingly. In RTS games it is important that this is not the case. Players must be allowed time to build their … Continue reading Devblog 28: The Fog
Devblog 26: From Block to Reptile – A Unit’s Tale
Month Fifteen Currently Richard and I are working on buildings and 'fog of war' respectively, and we will share these things with you. But in the meantime, thanks to the hard work of Michal, Arek, and Ayse, our art production line is up and running. So if you're wondering how we go from angry geometric … Continue reading Devblog 26: From Block to Reptile – A Unit’s Tale
Devblog 21: Lockstep and Two Smoking Barrels
Month Ten When Richard told me that he needed "a Riker to my Picard to bring this project over the line"... well, how could I say no? Ever since I first played Metal Gear Solid 2's demo I have been obsessed with gaming, and felt like I should attempt to make something. Since graduation in … Continue reading Devblog 21: Lockstep and Two Smoking Barrels
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