Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though it is hard to give one solution that will always work, I will try to present as many of them as possible, based on our experience taken from the development of the new game - Ancestors Legacy from Destructive Creations team.
A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.
Interactions have always been the backbone of games. Introduction of VR pushes the way player interacts with the world, characters and systems to the next level of advancement. Interactions via motion controllers are the main source of immersion and even the little things like the way player pulls the lever become key factor of immersion. Let’s explore the dos and don'ts of designing interactions for VR.
Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical capabilities of the engine to cope with the needs of larger project? Answers for these question had to be found by 11 bit studios during the development of Frostpunk using their engine which previously fuelled This War Of Mine. This speech will present the evolution of gameplay engine architecture, artificial intelligence systems and implementation of data-driven programming paradigm during the development of Frostpunk.