Today in gaming class, we needed to make a document about story and character progression. Being that my group's game didn't necessarily have those things in a traditional sense, I came up with the four components of our game that had sense of progression. The fourth component was just added in today because it seemed so obvious and simple.
Want progression in a deathmatch game? Let players level up. People go nuts for filling up bars and unlocking things (I know I do). So take a look at how our game flows.
Monday, November 25, 2013
Sunday, November 24, 2013
Other Developers Out There
I took a lot of time out yesterday to look around Google Play and various indie sites to see what other people like me are up to. I get intense feelings looking at indie games, trailers, blogs, and reviews. I'm looking toward where I want to be about a year from now. An inspirational story, a game enjoyed by thousands, and enough money to comfortably make another title.
Saturday, November 23, 2013
Friday, November 22, 2013
Getting iOS Reviews
I've been tossing TriGrid around lately to get reviews and maintain it's featured status. Much like the post from before, I felt like giving a nice little list of sites to visit if you ever wanted to request reviews for iOS games instead of Android ones. This should save some newbies the trouble of finding them like I had to.
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