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The Combat Corner – Hero 2.0, Iterating on Player Abilities, Part 2
In this part of our discussion of Hero 2.0, I’ll be going over, in great detail, the changes we made to the player abilities and why. Designing anything is a process. This is a common theme in a lot of … Continue reading
The Combat Corner – Hero 2.0, Iterating on Player Abilities
Card Kingdom – Alpha version footage We recently updated our About page to feature gameplay footage from both our Alpha and Beta builds to show the progress that we’ve made. A lot of the feedback we’ve been getting from people … Continue reading
The Combat Corner – Design Process
Hello there, old friend. It’s been a while… So, today, I want to talk about our design process. I’ve been privileged enough to work on a lot of different types of teams over the years and I have to say, … Continue reading
Claude’s Alpha Postmortem
What we did right! Holy animations, Batman! We rocked the socks off of attack animations. ‘Nuff said. Kombo Krazy! Ben did a fantastic job with the animation state machine and we were able to do everything we wanted and more! … Continue reading
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The Combat Corner – Designing Enemies, Part 2
As we discussed previously, enemy design is all about defining clear purpose and communication. Each enemy is asking the Hero to do something. So let’s take a look at our current roster and see what they’re asking. Current Roster The … Continue reading
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The Combat Corner – Making an Impact
I wanted to take a break from talking about enemies to briefly talk about another important aspect of combat – impact. Creating the illusion of tangible and satisfying impact is one of the most allusive but fun parts about combat … Continue reading
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The Combat Corner – Designing Enemies, Part 1
Designing enemies for any game is all about accomplishment. Enemies define the context of your abilities. They define the challenge. They give you something to beat on. But, most of all, they are something to feel accomplished for overcoming. In … Continue reading
The Combat Corner – Defining the Hero
At the core of every game is a Hero. Sometimes there’s more than one Hero but, from a design perspective, we can simplify the problem first and just think about one Hero. So who is the Hero of a game? … Continue reading
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The Combat Corner – Pushing Buttons
Today, I wanted to spend some time to talk about pushing buttons. One of the biggest pitfalls action games commonly fall into is not having tight enough or responsive enough controls. The fact of the matter is that getting controls … Continue reading
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The Combat Corner – Research and Prototyping
I’ve been tasked with coming up with the overall design of Card Kingdom’s combat. Combat design, to me, that encompasses quite a few areas. Player Handling and Controls Attack Combo System Enemy Visual Styles and Animation Guidelines AI Behaviors FX … Continue reading
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