Posts Tagged ‘game design’

Artillery Brawl: Prototyping

Posted by Jussi Lepistö on Jul 05 2008

Lately I’ve read a lot about game design (Danc’s blog has been especially enlightening). I’m now convinced I have to prototype a few “risky” aspects of Artillery Brawl’s gameplay to make sure what I’m doing is actually fun before wasting effort on other parts of the game.
The core gameplay of each game has to be [...]

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Artillery Brawl: The concept

Posted by Jussi Lepistö on Jul 02 2008

I’m starting to write about the game design for Artillery Brawl on this blog instead of keeping it in my head and my private wiki. As opposed to Red Nebula, whose concept is wide open, a “playground” of sorts, the vision I have for Artillery Brawl is very focused, and I have already dismissed several [...]

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Red Nebula, take two

Posted by Jussi Lepistö on Jan 06 2008

Here is a second take on the Red Nebula game concept, after lots of polishing. Please keep in mind this is the concept for the whole game, and Milestone 1 will be just a part of it. I have also made progress in the coding department, but nothing cool to show yet. The engine is [...]

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Red Nebula

Posted by Jussi Lepistö on Dec 28 2007

Christmas was nice. I finally got a new monitor (Samsung 2232BW) to replace my old CRT with a horrible picture, so that was good. Actually I didn’t get it yet because I’m still at my parents’, so I’ll have to wait until next week when I get back to my place. This is relevant for [...]

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