Archive
- September 2018
- September 2017
- August 2017
- Februar 2017
- Juni 2016
- April 2016
- März 2016
- August 2015
- Juni 2015
- März 2015
- Oktober 2014
- September 2014
- Juli 2014
- Juni 2014
- März 2014
- Februar 2014
- Januar 2014
- Dezember 2013
- November 2013
- August 2013
- Juli 2013
- Juni 2013
- April 2013
- März 2013
- Februar 2013
- Januar 2013
- September 2012
- Juli 2012
- Juni 2012
- Mai 2012
Kategorien
Meta
-
Datenschutz & Cookies: Diese Website verwendet Cookies. Wenn du die Website weiterhin nutzt, stimmst du der Verwendung von Cookies zu.
Weitere Informationen, beispielsweise zur Kontrolle von Cookies, findest du hier: Cookie-Richtlinie
Category Archives: Game design
Mercury Shift Devblog: Gamedesign Recap
After a long pause, here comes the awaited blogpost of it all. It is a megapost, so we devided into a few chew-able bits. We have to catch up a bit with the devblog of Mercury Shift and we haven’t… Continue reading the rest of this article →
Mercury Shift 3D added to page, also: Gamesprout!
Best thing about making your game? Seeing progress and getting feedback. We are as happy as a bird with a french fry to see things coming together. The team worked quite hard the week before we started writing our bachelor… Continue reading the rest of this article →
Time-lapse: Creating a tutorial level for MS3D
When I show people prototypes or games we’ve been working on I always get asked if I was the programmer or maybe the guy who has drawn all this. I try then to explain what exactly it is that I… Continue reading the rest of this article →
Level Design analysis: Heatmaps
It’s been a while since my last blogpost due to the fact that Team-Klonk is very busy right now and in the middle of working on our bachelor thesis. Anyways, today I got quite an interesting article for all of… Continue reading the rest of this article →
A: How the hell do you keep players from getting stuck in a level?
I can answer this question by asking another one: How is it possible to screw up a puzzle in the game? Well, there are several ways to mess up. Given all the mechanics, players usually start to abuse them to… Continue reading the rest of this article →