Joris Dormans

@DormansJoris

Indie game dev specializing in emergent gameplay and procedural content generation. Currently working on Unexplored 2: The Wayfarer's Legacy.

Vrijeme pridruživanja: prosinac 2019.

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  1. Prikvačeni tweet
    7. pro 2019.

    Unexplored 2 under the hood: using generative tile grammars to go from a low-res rough level outline to a high-res tilemap for cave with some walled rooms (blue), chasms (dark red), hazardous corridors (bright red) and gates (black).

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  2. 5. velj

    As a game designer I already had a dislike for invisible barriers, but an ill-conceived glass wall at Leiden University made this into a personal grudge. I am fine, I just hope I didn't shock any students showing up in class with a bleeding nose-bridge.

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  3. 2. velj

    It's been ages but this weekend I hand-designed a dungeon for a pen-and-paper RPG session. I applied all lessons from my work in PCG of the last few years: it is small, it is cyclic, it has a strong theme, and basically only one enemy. And it worked!

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  4. 31. sij

    This makes sure how you progress and how the world sees you really depends on what you did. The visuals and wording in the picture above are all placeholders, BTW. When the game is done it will look and read better. But I hope you get the drift...

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  5. 31. sij

    Based on your reputation you will be allowed to learn different skills. You will need to prove your valor before a combat trainer will teach you the finer points of sword mastery, for example. What boons you are offered and faction relations are all affected by your reputation.

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  6. 31. sij

    Defeating monsters will give you a reputation for being valorous, exploring remote locations will make you known for being inquisitive. Your reputation corresponds to the highest magnitude deed in each area. You can also be known to be courteous, devout, hardy, among others...

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  7. 31. sij

    In we decided to replace the traditional RPG progression with a reputation based system. Instead of scoring XP, certain acts give you a deed. Deeds have different magnitudes and give you different reputations.

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  8. 30. sij

    Here's an encounter you might want to avoid...

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  9. 27. sij

    Haha, I can't wait to try this with my kids.

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  10. 27. sij

    Haha, I never thought to use a scroll of alarm in that way myself!

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  11. 27. sij

    Working on levels with different elevations. The rain matches the morning's local weather perfectly...

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  12. 26. sij

    Every once in a while I come across a terrain I haven't seen before. Typically it is a combination of assets and colors I had not foreseen. But it I am always pleasantly surprised.

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  13. proslijedio/la je Tweet
    25. sij
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  14. 25. sij
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  15. 21. sij
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  16. proslijedio/la je Tweet
    18. sij
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  17. proslijedio/la je Tweet
    19. sij

    "The Red Dragon is close now, I can feel it. Literally, it’s boiling down here." Read this fresh & exciting Unexplored 1 diary about descending the dungeon of doom.

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  18. proslijedio/la je Tweet
    18. sij

    For those interested in some Saturday design reading, here's a wonderful dive into the role of anticipation. Many of us focus on *rewards*. But anticipation constitutes the other 70% of your game's emotional impact, IMHO.

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  19. 18. sij
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  20. 16. sij

    Speed of implementation and expressiveness might be most important measures for game design? When implementing it's always easy to recognize these qualities: you're making progress fast, and it is easy to add content. But ideas are coming much, much faster.

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  21. proslijedio/la je Tweet

    So who will be at this weekend? I’ll be there on the lookout for new projects that or could help publish. Please hit me up if you want to chat. I’d love to see your games. |

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