Spawning Manager – Version 2.0

In version 1.0 we explored the beginning architecture for a Spawning Manager; however, it was not perfect, and at the end we talked about some problems with its design. We are going to try and address some of those concerns with a version 2.0 of the architecture. Lexicon Below are any new terms that will […]

Spawning Manager – Version 1.0

My personal philosophy on system design is that the more I can automate data entry, the better my life. One of the more laborious and error prone tasks is setting up enemy encounters. This is a task that can, with the proper setup, become almost entirely data driven. Over the course of several articles I […]

The Art of Boss Design

Boss fights are the linchpin of your entire combat experience, possibly your entire game, as one bad experience is all it takes to bring your game to a screeching halt. Something so important, so integral, demands effort and attention to detail, but for most projects they are relegated to the very end. Why? I was […]

Defining The Gap

Your cast is the story. The story is your cast. These are not separate entities, and if you fail to deliver a strong, compelling cast, then your grand imaginings will be as flat as day old soda. A story follows a meaningful flow. The protagonist, our player as avatar, takes an action, and she expects […]

Designing Enemies

Almost every move you can think of has already been created. Do not be ashamed to use the ideas of other designers, as it is no more offensive to use a pre-constructed library in Java, than it is to take the ideas from another game and reapply them. The ideas don`t make the designer, execution […]

The Principles of Animation

There is no truer test of the combat designer than a boss, because they, more than any other cast member, thread those tightest of needles: challenge vs frustration. Your task is difficult, and, unfortunately, this topic of boss design expands far beyond one simple article. I wish I had a simple solution for you. Every […]