Posted to LiveJournal

0

My engine is finished, and I'm putting the polish on the UI for the alpha. Stay tuned!

0

The casual/hardcore divide plagues a number of games. "Balancing" appeal to the two audiences is difficult, and games often come under fire for pandering excessively or exclusively to one crowd or the other. In this article I go over a few of the factors I'm taking into account while building Worlds Apart.

0

For a lot of games (and presumably game designers), that's a tricky question to answer. Let's take a look at the concept of victory, and how it applies to Worlds Apart:

0

I've been away a while. Holiday plus busy period at work. The holiday was great and gave me plenty time to think, and so I'd like to share my thoughts with you. Instead of picking apart a game this article, I'm going to pick apart a concept: Interactivity.

0

In this series of articles I'm going to be examining some notable games related to Worlds Apart. I'll be analysing important features, how they influence play experience, and how this applies to Worlds Apart.

For my first article I'm going to be slightly ambitious: I'm going to break out the big guns and dissect EVE Online by CCP. EVE sells itself as "the world's largest game universe". It's a slow-burning, open-ended, sci-fi game where the player takes on the role of a single pilot against a backdrop of player-driven trade, corporate warfare, and piracy. In-depth analysis after the cut.

Iain has finished the crunchy bits and is now perfecting the flavours and the wrapping.

Powered by Drupal, an open source content management system