Archive for April, 2008

Iconic Character Development

Wednesday, April 9th, 2008

In developing character classes for Blackstar, we decided to handle them in an iconic fashion. To the design team, this means conceptualizing the entire class as an individual, a single character that embodies the core philosophy, attitude, and visual design of the class. This way, the class comes to life in ways that a generic approach cannot. Our initial development effort is spent creating a compelling and interesting representative of that class, a compelling personality, rather than just a simple role.

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Meet omicron-Walker

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Introduction to Infrastructure Systems

Wednesday, April 2nd, 2008

Roleplaying games share a common set of game systems: character classes, skills, abilities, items, zones, monsters, NPCs, quests … the systems that define player characters and the world around them. If you’re building a game that you plan to kick out the door and never touch again, you can get away with developing content for those systems with hard-to-maintain scripts. But if you’re building a game that you want to sustain as a service, the initial system design takes more forethought.

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