Now there is a problem with „Choose-your-own-adventure“-style branching stories: the complexity grows with every decision the player can make. It is clearly impossible to create something like an open world or to visit different locations at the player’s whim with branching elements. A large studio can do it, like Quantic Dream did with Heavy Rain, …
Kategorie-Archiv: Blog
The story-based Approach
In my previous attempts of recreating the fun and excitement of pen & paper role playing games, I primarily focused on the pure game mechanics. I would always start out by writing down game mechanics and implementing them, like character creation, combat mechanics, item stats and thelike, sometime of my own making, sometimes in an …
Fascination of Pen & Paper
I have always loved to play role playing games, be it on a computer or at a table with pen & paper and a bunch of friends. Both ways of playing, on a screen and in the imagination, have their distinct advantages and drawbacks. I always wanted to create a game, that could combine the …
First steps in a new game
The first features are being implemented in the game at the moment. I am currently mainly working on backend stuff to easily be able to create new races, classes, monsters and abilities for the player to choose from. This will also make the planned modding support easier. The game itself has not much to offer …
Project: Dwarves vs. Kobolds
Imagine a group of dwarven warriors, battle hardened professional specialists. They get ordered by the Lords of the Deep to retrieve an artifact which is the key to repair an old Digging Machine, which has gone haywire and threatens to destroy your home, the Mine City. After gathering intel about the location and stocking on equipment, …
