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Posts Tagged ‘immersion’

 
 

Places to go

Sunday, December 6th, 2009

It occurs to me that before I can talk meaningfully about any of the initial quest lines in Atma, I should give a bit of background involving the layout of the game’s world. There are seven capitals scattered around the map in which most of Atma’s character interactions take place. Due to the flow of [...]

 

Dancing with the details

Saturday, October 17th, 2009

Emergence, the concept of several small systems interacting to form a complex system that is “larger than the sum of its parts” is something we’ve discussed briefly before, but which I’d like to bring up for discussion once again, today. I find emergence to be one of the most fundamental elements of game design theory; [...]

 

The many faces of battle

Sunday, October 11th, 2009

There’s one thing (well, there are several, but one which I’ll talk about right now) that’s always bothered me a good deal about most MMO combat systems, which is that character position and movement are only very rarely an influential factor. There are a few games that do some interesting things: Aion takes into account [...]

 

Revised Office Hours

Friday, October 9th, 2009

It should be quite apparent by now that I’m no longer making daily posts. The reason? I’m actually working on the game. It might seem a bit ridiculous that I write less about the game development process when I’m doing more along the lines of actual, bona fide development, but there you have it. I’ve [...]

 

Sprightly Sprites: Bringing game worlds to life

Friday, October 2nd, 2009

Today we’ll be shifting gears a bit, and exploring some of the more technical aspects of creating and animating a two-dimensional world. At the heart of two-dimensional animation is the concept of a sprite, a graphic image which can move and change within a larger image. Assuming that your “larger image” might be something along [...]