Thoughts on the Ruins of Time remake

As I mentioned in my previous post, my next project is making a remake of Ruins of Time, my first “serious” game.

Why am I doing this again? Well, my creative juices are kinda dry… A bit too dry to come up with interesting experimental games… So I want to tackle something simpler first: remaking an old game of mine using my current skills (an idea I got thanks to the Remake Jam), hopefully with an interesting twist. I also want to take the chance to focus less on design and more on technical/process aspects.  Let’s hope it helps!

Ideas for the remake

Faded Backgrounds

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I’m alive!

So… I’ve been kinda absent over the past few months. Sorry ’bout that. But thankfully I’m not dead! Just busy with other aspects of life. I did make a couple of games though that I haven’t shared here, and since I got some more time now,  a couple of interesting plans for the near future.

an_insignificant_speck

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Conveying Meaningful Messages Through Mechanics

This article was originally posted on Gamasutra. Reposting it here for the sake of posterity.

Something I’ve been thinking about a lot lately is how to make games that, through the experience they provide, transmit important, heartfelt, and meaningful messages to the player. The conclusion I’ve been reaching is that, if I’m making a videogame, what makes most sense is to transmit the message neither through art nor story, but through what makes games games: mechanics. It’s not a new idea; mindful xp was a collection of prototypes that explored the same concept back in 2013. But it’s an idea I haven’t seen much, and an idea I wanted to try my hand at.

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“teaming”

teaming.png

Wait, wasn’t I making a game called directions?

Yep… but I failed. I tried to make something simpler, but I failed at that too… Really, I could talk about what went wrong, but there isn’t anything more to say than “an interesting idea + a busy week = failure”. It’s incomplete, but you can play what I made here.

It’s pretty lame ending though: out of the 4 games I wanted to make in January, I only made two, failed at one, and couldn’t finish the last one… If anything, I’m going to be giving compatibility another go in February, and if that goes well I might try finishing directions properly.  Ah well… I did learn something though, and I’m glad for that. Let’s hope what I learned here will be useful in the future!

“compatibility”… fail

Hey everyone,

I’m sorry to say that I failed at my 3rd weekly game for “Us.” :/ To be honest, I still had some slim hopes of finishing it today or tomorrow, but in the end I decided it would be best to leave it. What happened? Well, two things mainly:

  • I had a couple of other important obligations for the week, and I ambitiously thought that I would have time to fulfill these and make a game.
  • The game idea I chose to do (compatibility) turned out to be much more complex than I anticipated.

I did start on the game, but really, if I didn’t stop it now it would have eaten into the time of this week’s game, which wasn’t ideal either. I doesn’t mean I have given up on the idea though! I think it’s a pretty good concept, so I’ll get around to in in February. Now though it’s time for the 4th game… directions.