Some of you may remember that a few months back we began revising the UI for the battles in Tyrant of Terror. We took it from something that was just thrown together to something laid out pretty intelligently. I finally got around to giving the UI the attention it needed to be really awesome. Read on to see some sweet interface action.
So we are nearing the end of another generation of consoles. This is a good time to look back on the games that have been released over the last few years. I came up with a list of 26 games released after 2006 that had interesting game design lessons or innovations, I want to talk a little bit about each one. Way more after the break
I'd like to talk about the stats of Monster units in Tyrant of Terror and how these govern their behavior.
The Story is not the whole story! I'm serious.
One of the first things you learn in game design is that every game has a narrative. Pacman is about some weird hungry creature and his survival in a haunted world. Tic-tac-toe is a battle between two powers, and the narritive for hangman is in the name.
People perceive things in situations and stories. When they describe their experience with your game they'll tell a story of what happened when they were playing last night. Telling and hearing stories is something we are wired for.
In games story is almost perceived as a separate part of the game. A game often has story segments where players just watch. People enjoy the game-play but don't like or want the story. I want to talk about the story that happens outside of the obvious cut-scenes.
An act of selecting or making a decision when faced with two or more possibilities.
In a sense everything you do in a game is a choice. It's my choice to sit down and play the game, and it's my choice to press up. But the more interesting choices are the ones made during game-play that have impact on future game-play or narrative.
Choice can be used in a game's story to really make it a player's own. My play thru of Mass Effect trilogy is surely different than yours (at least up until the botched ending.) Choice can be used to get the player thinking instead of just going along for a roller coaster ride. Choice is really important!
So Tyrant of Terror is currently undergoing some major changes. I've locked myself up in my office and am furiously refining the game. I thought it would be interesting to talk about some of the planned changes from a game design perspective.
Hey guys, what's up? I'm going to discuss an important topic for the gamer and game designer.
The primary goal of Mad Science is to release really awesome games. The first experiment in development is Tyrant of Terror. All kinds of tasty tidbits below the fold.
Hey everyone, what's up. I wanted to announce our new logo! Check it out below the fold.
Hey everyone, My name is Chris and I'm going to tell you a bit about Mad Science Games. ...continue reading Mad Science Games!