Tag Archives: game design

With a little help from my friends…

(Screenshots at the bottom of this post.)

One of my design goals in Hellmouth is to emphasize knowledge and perception as alternative playstyles by making them as game-changing as combat attributes are in most games. Consequently, there will typically be a lot of information about a situation available to the player at any one time. Games that provide a lot of information can be very intimidating, and unfortunately one of my favorite games is well-known for failing to usefully communicate its rich complexity.

One of the ways that I’ll get a handle on information overload is by providing reasonable defaults but allowing the player a lot of control over the ultimate level of detail dislayed. There will be many LOD-based implementations throughout the game (such as item descriptions or combat text), but one of the most important to have is also one of the simplest to implement: a zoom control for the tactical map. Read more »

Lifepaths, flowcharts, Edge, and human greed

Hellmouth was my semi-failed entry into the 2012 7DRL competition. I’ve continued to work on it over the past few months, and while the game is still sorely lacking in features, I’ve made some real progress by focusing on building components in isolation from each other as much as possible.

One such component is the character generation system. Hellmouth uses a lifepath system where your decisions about your character’s history affect their capabilities. Here’s what one of Hellmouth’s lifepath nodes looks like: Read more »