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Stealth Bastard

Stealth Bastard

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Thief lead level designer talks sound, stealth and loot Daniel Windfeld Schmidt from Eidos Montreal's Thief development team has divulged some more information about Garrett's return, and the role footsteps have when sneaking; carpet is your friend - stone is not. Eidos recognise that sound is a "very important factor" to Thief, and so is feedback from guards, who also can be difficult to hear so it's a "double-edged sword" for Garrett. Loot is purposeful. The team want the world making sense and so loot placement should make sense.

Jeu Indé Gratuit - Iji Genre: Action/AdventureContent: Animated violence, mild language, themes of war and death Download Version 1.6 (11 March 2010) from his.seDownload Version 1.6 (11 March 2010) from YYG Chinese version 中文版 Korean version 한국어 - Translation by Team Waldo Download high-quality soundtrack (optional) (10 October 2008) NOTE: These songs replace the MP3s included with the game, and should thus be placed in the "music" subfolder. Watch trailer

Maldita Castilla - Locomalito Defend your kingdom… For God and Castile! The lament of a young witch has been turned into a key for demons. Guide Don Ramiro through the cursed lands of Tolomera and expel the evil that entered the Kingdom of Castile. Maldita Castilla (Cursed/damn Castile) is an action arcade game full of myths from Spain and the rest of Europe. The graphic style is raw, made pixel by pixel with a limited color palette, like in the old days, and displayed through a dirty old monitor effect. 5 Realistic Fallacies in Game Design: Stealth Stealth can be one of the more polarizing elements in game design. Similar to health, there are several variations of what is considered “stealth.” But where the challenge of defining health was that health as a concept was not realistic. Stealth design’s issue is that it is all over the place. The Stealth Game Play-Book:

Jeu Indé Gratuit - Dwarf Fortress 09/23/2012 Been toying around with the trees. I've been working with one set of rules for growing them so far, but I'll be expanding the parameters and pictures soon (for pines, saguaros, tower caps, etc). In the meantime here are some preliminary images. Issues include grass not being dry below trees, branches looping when they shouldn't, 48x48 boundaries being too visible, crowns hitting other artificial boundaries, and so on, but it is going okay so far. Nothing is final (and it can all be changed in the raws), but the 1/4 tiles are branches heavy enough to climb (but they still have some leaves), the single lines are heavy enough to climb on but won't have leaves/fruit, the semi-colons are too light for climbing (I haven't started climbing yet), and the little pentagons are parts of the trunk that slope or taper.

A game about life and feet by Colin Northway New: Incredipede for iOS and Anroid Incredipede is available now for iPhone and iPad from the Apple App Store, and for Android phones & tablets via Google Play. It's only $3.99 and pretty much the same as the full game below. Incredipede is especially visceral on a touchscreen; pulling limbs out of Quozzle with your finger feels wet and slimy. In a good way, though. Buy Incredipede for Windows and Mac

Mouse Face Smash » Blog Archive » Designing Non-Linear Stealth-Action Levels - Gameplay Wars – by Peter Tcherkes “Stealth-Action” is a term that seems to contradict itself. Games like Splinter Cell, Thief, Deus Ex, and Hitman offer two (or more in the case of Deus Ex) distinct ways players can traverse the environment. Some favor the action aspect of the game, moving through the levels with guns drawn as additional enemies abandon their tasks to “punish” the player for his audacity. About Door Kickers Door Kickers is an innovative real-time strategy game that puts you in charge of a SWAT team and lets you command them during a tactical intervention. Analyze the situation, plan team routes, choose equipment and breach points and coordinate multiple troopers to reach the hostage room before the bad guys get to press that trigger. It may sound daunting, and like real world CQB combat, it sure is. But most levels can be completed in minutes and on the fly improvisation works. Achieving the perfect planning, getting the mission done with no false steps, that’s a skill harder to master. (check out the press coverage to see what others have to say about the game) Buy here

(Deity) Level Design Process Work This is a showing of some of the process work for when creating levels for Deity. Even though there are only 4 levels in the final release of the game, I had built many different levels that were used to pinpoint the most fun aspects of the game. Below is some of the process work that I did when creating levels for Deity: The video above was Deity during our Alpha phase. At this time, I was experimenting with the idea of allowing the player to pick their own path, and that multiple paths lead to some of the same areas. Cthulhu Saves The World Cthulhu Saves The World - XBOX Live Indie game. Great fun. - Endgame level taken at 43 - Damages taken against typical enemies-that-matter defense... 20% reduction from attack values displayed. This only really matters for parasitic healing (which is slightly worse) and for ITD attacks (which are slightly better).