Thu 3 Jun 2010
Totally, completely, deliciously, and no doubt illegally naked, Tanya knew her clothes had to be in her car, but she had no idea where she’d left the damned thing.
Thu 3 Jun 2010
Totally, completely, deliciously, and no doubt illegally naked, Tanya knew her clothes had to be in her car, but she had no idea where she’d left the damned thing.
Sat 13 Feb 2010
Posted by Vince Twelve under Features, Games & Game Design
[2] Comments
Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I’m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, fast, and intuitive.
Tue 26 Jan 2010
Posted by Vince Twelve under Features, Games & Game Design
[19] Comments
Interfaces are important. I love interfaces. Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun. But adventure games, even the commercial titles, rarely get much interface love. Games in the genre tend to stick to one of the commonly used control schemes. (more…)