been sketching more lately as my tablet isn’t all that great and keeps shorting. This is Mina the main character of a game I am designing. Still working out the mechanics and story.
A friend and I have finally come together in the attempt to make a fighting game. He will be handling the programming and engine details and I will be handling the art. Together we will design and implement our ideas and hopefully make something fun and interesting. I’m Thankful for having opportunities.
I am not a fan of wait points in some games but in others it can make a lot more sense. My example of this topic is Skyrim and the ability to advance time by waiting or sleeping.
The problem with this system is it detracts from the immersion of the game. Can anyone honestly tell me that they stayed immersed in any of the elder scroll games when they opened the “wait” menu and clicked wait to watch it click down the hours until it had ended. Everything is instantly different and the world just changes around you without a seamless feel.
Even though this is somewhat my everything blog I guess I should stay on topic. Game Design was the purpose of this blog and I wanted to get out my ideas and knowledge to hopefully catch the eye of someone who thinks I know what I am talking about (lol). Anyways I may be creating separate blogs to post different things and I will try and let those of you who follow me know if I do.
I did a presentation for my senior project on using Biometrics such as heart rate in game mechanics. I would like to experiment more with this concept but my programming skills are lacking making it difficult to get results. Hopefully someone can find this useful and begin making some interesting ideas/mechanics with this.
RTS mostly micro manage units. Why not spice it up and micro manage environment, economy, and units? Does that make sense?
I feel that the competitive edge is only about fast unit maneuvering which separates players who wish to enjoy the game from those who are very competitive. It develops a learning curve that most choose to not follow. By creating variations of micromanagement that do not require a huge learning curve the audience will grow and still remain a skill based game.
Working on the Draconian now. He may take me a bit longer to get how I want it. I am going for something Dragon-esk but maybe a little more humanoid. Their back-story makes them more human than dragon but not enough to remove the scales, horns, and such. Pesky dragons always being hard to draw.
I decided to not shade the image and same with the future ones to come. I kind of want them to be basic at the moment while I am working on their designs and culture. Anyways I feel this one looks much better than the previous.
I felt that some things seemed wrong about the previous image. I thought I had everything grounded out but I guess I was wrong and only noticed afterwards when I did a lot of zooming out and studying her form. Hopefully this one is coming along much better and I am going to scrap that other image. Plus this one has a little more detailed gear.
Done! For now and moving onto the next race. Raksha sadly cannot be fully presented here because they comprise many different species of animal.