Monday, August 28, 2017

Finding a Name for an Impossible to Name Game

William

I've been talking about my current project on this blog for 2 months now, and so far the best I've been able to call it is Game X.  This isn't an attempt to be 90's XsTrEmE or anything, it's just what I consider to be a completely empty placeholder name like Jane Doe or Hayden Christensen.

So, in these past weeks I've been trying to think of what I could possibly name my game.  If I were writing a book, I might want to wait until I've written the entire manuscript before giving a stab at an official title.  But, alas, I'm making a game which I'm writing a blog for to somewhat market it, so giving a title that readers and fans can latch onto to look for news on it in the future will be paramount moving forward.

But, how on Earth do I give a title to a game like this?

Tuesday, August 15, 2017

Communicate Through Color







Colors are a language that most people (sorry color blind folks) use daily to communicate. Our biology has evolved to respond to greens and blues as comforting because water and foliage sustain life. Red is stressful and attention grabbing, the color of blood and fire. Our brains has been molded to respond subconsciously to every hue and value in site. Primitive colors offer easy wide reaching emotions, just as primitive language like a scream or laughter communicate generalize ideas. Becoming eloquent in verbal communication allows one to more clearly express a wide range of nuanced concepts. Becoming eloquent in color theory offers the same freedom.


Value
Color values allow our eyes to organize and estimate visuals.

example 1

example 2

Tuesday, August 1, 2017

Thoughts on Story in Open Worlds

William

I'm making an open world game that's more open world than most open world games.  Some open worlds let the player travel large distances at their leisure.  Some open world games let you travel an infinitely expanding world.  Some open world games let you travel across a few infinitely expanding worlds.

My game lets you travel across infinite infinitely expanding worlds, encouraging you to dump each one without looking back as you proceed into the next one.

Making a game that's open world is a mess.  A lot of conventional game design flies out of the window when you can't force the player down a certain physical pathway or even multiple pathways- there are no physical pathways!


This is fine if your game is a playground, but if you're trying to make an open world experience with a worthwhile story to boot then you have to get pretty creative and layer the way that the player experiences story.