guardianforge.blogspot.com
The Game Forge: Dueling Game Tech Demo
http://guardianforge.blogspot.com/2015/12/dueling-game-tech-demo.html
Game Design And Other Works. Friday, December 4, 2015. Dueling Game Tech Demo. The dungeon crawler is not dead, have no fear, but as I've been grappling with its combat system for a while now, I decided to take a break from it and do some smaller trials of combat systems. One of them may end up getting used for the dungeon crawler, or at the least the experience should help me refine the dungeon crawler's combat system. Https:/ www.dropbox.com/s/0k4bugvjquqh8z7/Tech%20Demo%2012-04-15%20v2.zip? Lead Engin...
guardianforge.blogspot.com
The Game Forge: Update 9/23/2015
http://guardianforge.blogspot.com/2015/09/update-9232015.html
Game Design And Other Works. Wednesday, September 23, 2015. Shorter post today, with a longer set of posts to follow soon. I'm planning on getting the next inside the dungeon post up when I get the chance, but I'm also going to make a post explaining some of the revisions to the combat system (yes, it has changed again). Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom). Neveryear Games Member's Blogs. Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto.
guardianforge.blogspot.com
The Game Forge: Itch.io!
http://guardianforge.blogspot.com/2015/12/itchio.html
Game Design And Other Works. Saturday, December 12, 2015. I feel like I say "just a quick update" far too often, and most of the time they're not that short anyway, but I truly do just have a quick update this morning. I have an itch.io account now (found here. And that, surprisingly, is it! Have a good morning everyone,. Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom). Neveryear Games Member's Blogs. Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto.
guardianforge.blogspot.com
The Game Forge: Dungeon Crawler
http://guardianforge.blogspot.com/p/project-2.html
Game Design And Other Works. Well, the old description of the game is quite out of date. I'm working on a series of posts (look for ones that start with "Inside the Dungeon") to better explain my current plans for the game, and will compile them into something smaller and put it here once the series is finished. For now, the mission statement, so to speak, for the game is as follows:. Oh, and I'm happy to say that the following still very much applies:. The below text is obsolete. As the player progresse...
guardianforge.blogspot.com
The Game Forge: Inside the Dungeon: Engaging Combat
http://guardianforge.blogspot.com/2015/09/inside-dungeon-engaging-combat.html
Game Design And Other Works. Saturday, September 5, 2015. Inside the Dungeon: Engaging Combat. To start, I'm going to be tackling the first goal of the game: changing and engaging combat scenarios. My plan here breaks down into three points: providing the player with more information each turn, changing the combat space each turn, and eliminating single-choice combat scenarios. I'll hit each point in turn, but first a short explanation of how the combat in game works. Providing the Player Information.
guardianforge.blogspot.com
The Game Forge: Still Doing Things
http://guardianforge.blogspot.com/2016/10/still-doing-things.html
Game Design And Other Works. Thursday, October 13, 2016. Just a short post (which is something of a running joke at this point maybe) to say that I'm still around and doing design-y things. Been dealing with personal stuff, which isn't relevant to this post, but suffice it to say that I'm doing well, for what it's worth, and will be attempting to get some hours into the long stagnant projects. Or new ones, which is just as likely honestly. Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom).
guardianforge.blogspot.com
The Game Forge: Update 3/29/2015
http://guardianforge.blogspot.com/2015/03/update-3292015.html
Game Design And Other Works. Sunday, March 29, 2015. Guardian Soul (Charles S.). Labels: We Love Nuclear Armageddon. Subscribe to: Post Comments (Atom). I'm Charles, also known as Guardian Soul, a game designer and recent graduate from Champlain College in Vermont. You can contact me at CCS210@Aol.com. I'm working on a few projects right now, one of them being finding work in the game design industry, but the focus of this blog is the (still woefully unnamed) dungeon crawler I've been working on.
guardiancharles.com
Charles Stone's Portfolio | We Love Nuclear Armageddon
http://www.guardiancharles.com/wlna
Game Design And Other Works. Charles Stone's Portfolio. We Love Nuclear Armageddon. We Love Nuclear Armageddon. We Love Nuclear Armageddon (WLNA). Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto. Co-lead Designer/Producer: John Mancino. Lead Artist: Michael Taranto. Lead Engineer: Alexander Beauchesne. Systems/Narrative Designer – designing unique building upgrades for the three factions. Red Faction Upgrades: Giga Drill. Red Faction Upgrades: Delay Bomb.
blog.beauprime.com
BeauPrime's Nook: Scripting Languages, Bytecode, and Feature Creep (Project Postmortem)
http://blog.beauprime.com/2015/04/scripting-languages-bytecode-and.html
Game development and other tidbits. April 29, 2015. Scripting Languages, Bytecode, and Feature Creep (Project Postmortem). At the beginning of this semester I embarked on a small project to create a ZZT-OOP style language for my Console Programming class. For several reasons, this did not work as intended, but the experience was still worthwhile. Subscribe to: Post Comments (Atom). We Love Nuclear Armageddon. View my complete profile.
SOCIAL ENGAGEMENT