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.
Entries tagged with “Indie Games”.
Sat 13 Feb 2010
Adventures in Interfacing Part II: Interfacing the Adventure
Posted by Vince Twelve under Features, Games & Game Design
[2] Comments
Mon 1 Feb 2010
Boryokudan Rue – Official Trailer 1
Posted by Joshua Nuernberger under games & demos
[4] Comments
Ed. Note: A while ago, Josh talked about several locations from Boryokudan Rue to give his ideas on Visually Directing The Player
Tue 26 Jan 2010
Adventures in Interfacing Part I: Should the Interface be the Adventure?
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…)
Tue 12 Jan 2010
Design Taught in Pitfalls #4: When do I Stop?
Posted by Ben Chandler under Features, Games & Game Design
[3] Comments
So, you’ve got a whole lot done on your game, graphics are looking how you want and you’ve got some puzzles you really like. But hang on a minute, how do you know when your game is done? There’s always going to be moments when you go “I could just add a bit more on here”, and sometimes this is very beneficial. But you have to stop working on the game somewhere, or it’ll never get done.
This could be something so much bigger: It’s a natural feeling to get near the end of your project and think “This could be so much bigger!”. Parts you could add, bits you could extend – in fact if you’re like most people you’ll probably have ‘realized’ that the story you wrote would work so much ‘better’ as the first part in a trilogy. (more…)
Sat 12 Dec 2009
Design Taught in Pitfalls #3: The Long Haul
Posted by Ben Chandler under Features, Games & Game Design
No Comments

Oh yeah, here’s the hard part. Ask anyone who has ever built a game and I am sure they’ll agree that this is where it stops being exciting and starts requiring some real determination. The honeymoon is over, the initial glory of your incredible idea has worn off and you’re left looking at your ‘to do’ list which seems to have no end. Stuck for motivation? Aren’t we all…
(more…)
Mon 30 Nov 2009
Through the Eyes of a GENUIS – an INTERVIEW with ME
Posted by Igor Hardy under Games & Game Design, Intermissions, Interviews
No Comments
Don’t worry, dear reader – I haven’t conducted an interview with myself by myself.
Not yet. But somebody else did (with me, I mean, not with themselves).
Here’s Part 1 and here’s Part 2. Have a great read!
Wed 25 Nov 2009
Design Taught in Pitfalls #2: Taking The Plunge
Posted by Ben Chandler under Features, Games & Game Design
[5] Comments
Starting a game is easy. It’s really easy – so easy that we often jump in before we’ve thought about it. But we’ve already covered thinking about it beforehand, so assuming you paid some attention back there, we’re ready to look at the next step. (more…)







