Archive for February, 2007
Sunday, February 18th, 2007
Pacing
So these gameplay movies of the new FF:Revenant Wings for DS came out: Link
The reason it’s worth noting is primarily because of the pacing. It is an action tactics game, so based off of the same gameplay as FFXII. In making a semi-real time (’real time RPG’ just sounds so dirty and so […]
No Comments » - Posted in research, other games by Aaron Matthew
Saturday, February 17th, 2007
InfoZoom and Demo
Ok so simple demo:
Login
Character Select (names will be replaced with ‘mid level zoom’ infoblocks… on click, they will go to ’sidebar’ for verification and a blurred version of the map where you were (stored as a screen shot from last game) will load on the left)
Chat Panes demo (forced ‘receive’ messages are moving the tabs […]
No Comments » - Posted in user interface, flash, tests by Aaron Matthew
Tuesday, February 13th, 2007
Quick Game - Skirmish
Concept
One or more characters per player face off against one or more additional sides.
Simple real time (movement has a cost and is locked during actions) combat.
Characters are chosen from 4 basic classes
Combat continues until only characters from one side are left, this side is victorious
Movement occurs over a 2D plane (X,Y)
Ranges are in vector distances […]
1 Comment » - Posted in game mechanics by Aaron Matthew
Tuesday, February 13th, 2007
PoxNora
PoxNora looks to be a very good conceptual competitor written in Java.
