Category Archives: Game Design

Protean On Bitbucket


One of the requirements of Ludum Dare is that you must provide the source code for your game. In keeping with that, and considering that since I’ve recently started using Mercurial I’ve been hosting my Unity source projects on Bitbucket

(Note that Protean uses some features exclusive to Unity Pro; I think you can still open the project in Unity Indie, you just won’t have access to the post-processing effects.)

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Protean Is Submitted!


Protean2

I’ve just completed my submission for Ludum Dare 24: “Evolution”. I give you…

Protean!

Protean is an evolutionary shooter developed for Ludum Dare 24: “Evolution”. Battle endless waves of enemies which mate and evolve, mixing and mutating their abilities over time!

Play Online
Download for Windows (9.8 MB)
Download for Mac (10.5 MB)

Protean is currently awaiting judging in Ludum Dare 24. View its entry page

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Protean: Time for CONTENT BLITZ


(I’m currently participating in Ludum Dare 24, the theme for which is “Evolution”. Unlike my previous entries, this time around I’m trying to make a little effort to post some kind of progress during the contest.)

All the game mechanics are in and (reasonably) tuned. It looks like so:

By “it looks like so” I really mean “it looks like butt”, so now is the time to begin an epic CONTENT BLITZ to cram in as much graphics hotness as I can muster in the next four or five hours.

This one’s really coming down to the wire…

LD24 Progress: “Protean”


(I’m currently participating in Ludum Dare 24, the theme for which is “Evolution”. Unlike my previous entries, this time around I’m trying to make a little effort to post some kind of progress during the contest.)

My usual approach to Ludum Dare is to spend Friday night on pure concept design, Saturday on all the tech stuff, and Sunday fleshing out content (graphics, sound) and tuning and polishing the game.

I like to do the very first stages of concept design on paper, because it doesn’t tempt me to start dicking around with code or task lists or any of that before I’ve figured out what I even want to do. So here’s what I came up with last night:

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Juice It Or Lose It


Martin Jonasson and Petri Purho put together this presentation on “juicing” your game — making it feel responsive and alive — and it is a must-watch if you’re involved with game development in any capacity.

This stuff is typically considered “polish”, and sadly it’s just as typically either ignored, done poorly, or falls off the schedule. But as the presentation so beautifully demonstrates, properly juicing your game can actually make dull gameplay interesting.

For a perfect contemporary example of that phenomenon, look no further than Diablo 3: it’s undeniably satisfying to play, but if you strip away all the juice — the crunchy sound effects and flashy UI animations and gratifying loot explosions and devastating combat effects — you’re left with a pretty shallow, one-note game: click on things until they die, collect and sell loot, repeat. But because it’s juicy as hell, that shallowness barely even registers. ;)