Devlog: Deal-making mechanics
What makes trader a trader While it may sound like one, Vital Deal is not meant to be a classic trading/merchandising game. Of course you buy and sell stuff, but Czytaj Dalej →
Game designers
What makes trader a trader While it may sound like one, Vital Deal is not meant to be a classic trading/merchandising game. Of course you buy and sell stuff, but Czytaj Dalej →
Research article on laser weapons, how they will be used in the future and conclusion for game design concepts. Czytaj Dalej →
Most of us know that sound doesn’t travel in vacuum. Apart from school, we’ve been taught it by negative examples in countless movies so obviously bending the laws of physics Czytaj Dalej →
Alright, we have the ludings roughly designed, and now we want to imagine how they perceive a game setting. It is essential to visualise the player’s experience, as the game Czytaj Dalej →
When designing SF setting there is a temptation to throw humans into it because ‘why not?’. If it’s space opera then add some altered humans that will imitate some alien Czytaj Dalej →
We started to build the world for our next PC game. This will be the science-fiction trading game with transhuman tropes. We’re still exploring the idea, but I managed to Czytaj Dalej →