I've been quiet lately because I've been working hard on my games. I talk a bit about Kung Fu Chronicles, a burst of creativity, and my board game.
News on where I've been and what I've been up to.
Across many genres we have the following dilemma for the game designer: I want the player to attack someone, but how do I model that? While people are instinctively familiar with the main solutions, we often don’t think about the different choices and what it means for the game. I thought I might jazz a bit on the taxonomy of the “to-hit” mechanic to explore the idea. Note that we don’t necessarily have to be modelling combat, but it’s the most common example with an easy-to-use vocabulary. This sort of stuff applies equally to fishing in a social game, many board game mechanics, making items in a MMORPG, sweet-talking someone or just gambling.
I’m ever thinking about game design for Kung Fu Legends. One thing I’m concerned about is that it is supposed to be a sandbox game. In such a game, how do you push a player forward to experience fun things? I thought I might look at a bunch of games I’m playing at the moment, figure out how they do it and think about that.
Taking last week off worked out pretty well. While the results weren’t particularly pyrotechnic, it was a good way to get the majority of my Kung Fu Legends game engine out of the way. I managed to get the splashscreen working (even with multiple pictures, fade-to-black transitions and skip-ahead-on-keyboard-mash). MyGUI is a reasonably good GUI library. Sure some of the source code comments are in Russian and certain whole class hierarchies are only in the documentation if you know about them already, but all-in-all I got it working and it’s neat. Beats the hell out of programming all that stuff yourself. I also got to work on the details of the actual game Kung Fu Legends. Nothing to show for it yet but steady as she goes.