Enrique Dryere's Member Blogs
5 Years in the making, Ring Runner finally launches its alpha demo, Kickstarter campaign, and project Greenlight.
A few screen shots demonstrating our procedural background generation. Ring Runner is being programmed in XNA and releases later this year.
"A sincere request for help" is not a hyphenated part of the game's title! My brother and I are new developers seeking advice on how to generate exposure for our first project, an XNA game for XBox and PC, Ring Runner: Flight of the Sages.
In this post I propose a system by which difficulty settings may be introduced to competitive multiplayer games. It's impossible to completely remove unpredictability while the human element exists, but we shouldn't resign ourselves to it entirely.
I got the idea for this post while working on a previous article that related gameplay to a form of communication. I'm trying to develop an objective metric by which designers can judge the skills they create. Clarity is at the heart of demarcation.
The "Arcade Mode" I propose would stress a certain skill set that is currently played down by the Call of Duty franchise. A few simple changes here and there could provide players with a radically new experience. It could also be called Run and Gun Mode.
How long until we see a billion dollar game? Will we ever see one? In this post I briefly discuss the possible emergence of a new category of mega-game. I then compare them to existing monuments and speculate what their impact would be on the industry.
This post explores the similarities between gameplay and language, particularly in the way that they are learned. I'd been sitting on this article for a while, but was motivated to post it after reading Acero's recent entry, which broached the subject.
This article is a brief overview of three possible mechanisms of the much disputed game addiction, and particularly how they apply to MMORPGs. Through my experiences, I've come to believe that these are the three main causes of addiction in games.
What makes a bad gimmick? This article was inspired by Craig Stern's previous entry, noting the over-importance placed on a screen-shot and aesthetics throughout the indie game scene. Is it avoidable? Is it really a bad thing? What are the alternatives?
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