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Void

Void

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Devlog

  • Procedural Generation - Diving Deep into Dungeons
    August 23, 2019 by JGanon
    Rogue-likes and Rogue-lites are well-known for their replay value. Thanks to the environment changing every time the player restarts, they can play the same game over and over and still find new life... Continue reading
  • Implied Storytelling
    August 22, 2019 by GameSmiths#Story, #Void, #Narrative Design
    There are three levels of stories games are good at telling: a linear story, in which the player embarks upon an epic tale of adventure, the cut-scenes, dialogue and in game events take players throug... Continue reading
  • Why I probably won't use SQLite again with Unity
    August 13, 2019 by Larry Valentine#SQLIte, #Deckbuilder, #EphemeralGames, #Void, #Unity
    That title may not be entirely truthful but you'll get what I mean in a bit. So I was in charge of implementing the data storage for card inventories, decks, unlocked items, player data etc in Void ... Continue reading
  • Utilising Random Content
    July 26, 2019 by GameSmiths
    1
    #Modularity, #Random-Generation, #Game Design Principles
    As far as Roguelikes go, using randomness to increase playtime and quantity of gameplay possibilities is not exactly uncommon, it is, in fact, one of the core aspects of the game style. One core reaso... Continue reading
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