They are from PART 3 of Gran Turismo TV Special “The GT-R Legend – Inside Story”. Some information and lines that I found pretty interesting and inspiring. Posting them here for easy reference later. Basically its almost all the conversation, but then, I find them all pretty interesting. I like how they approach the design of the car from another perspective instead of just treating them as parts that come together.
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Ray
“Anomaly Resurrection” Prototype working
No updates for quite awhile, but the past few weeks has been pretty fruitful.
Other than busy with working on “Lone Wolf” at work, I have been busy figuring out stuffs to get “Anomaly Resurrection” working as I want it to. Stuffs like:
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WordPress Plugin | Nexgen Gallery
Something not related to game development or Lone Wolf…
Tried uploading some random images for testing the NexGen Gallery plugin.
Seems some options don’t work properly
Mention of “Lone Wolf”, TODAYOnline
Link to the Article from a Singaporean News publication, TODAYOnline here
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Egotistic Level Design
There seems to be some egotistical desire for some level designers to want to kill or punish the Player. Sometimes it just feels like, to them, level design is the thousand and one ways I can kill the Player. I wonder: will the level designer himself gain anything by doing so?
“Box Boy”
Conceptualized during production of Lone Wolf when I was doing alot of tests scenes for testing of different features and doing experiments on kjAPI. Because many tests are done with boxes, so I thought, why not make a Box Boy? So there he is.
He has other forms and concepts, but this is the latest one. His other form is living in my “Primitive” folder currently.
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Introduction to User Accessibility in Games
A rather simple and old game design article from Gamasutra.com (6th July, 2005),“Improving Game Accessibility”
Though this article is pretty old, it does provide some useful information that should give a basic introduction to the subject. No frills and straight to the point. Takes just 5 minutes to read, but gives enough information to gain some awareness to this subject for game designers or developers.
Also, I’ve include a table below shows the major forms of disability that affects game play (extracted from the article), and I have included some suggested and game industry standard of overcoming these games accessibility issues.
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“Be able to Enjoy the Game without Sounds”
For user accessibility reasons, I always follow the game design rule for myself when doing game design. (A good thing that comes out would be, if a game is enjoyable without sounds, it could potentially be BETTER with sounds. )
I just wanna bring up this issue just to bring some attention to accessibility in games. Especially when it comes to accessibility for the disabled. A number of people still don’t know about this subject, or simply don’t bother
Sound comes in as a second layer to the game design, to enhance the game experience, make everything feel good, creates the atmosphere, provides additional information…
Game Design for Lone Wolf Combat System – Combat Openings
One thing that I learnt from research and analysis for the design of the combat system for “Lone Wolf: Flight from the Dark” is OPENINGS. Its not a very deep nor complex concept, but it does play a part in designing the combat for lone wolf’s game design.
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