Carsten Germer's Blog
Our game “Pavel Piezo - Trip to the Kite Festival” has just been released for the first target platform. This postmortem is about the production of a multi-platform HTML5 game for learning languages.
By using a modified "Leitner system" to track a players behavior and learning progress within a game system, a game can react and tune any dynamic gameplay, content exposition or utilization of game mechanics.
In game design there is a kind of love-hate relationship with randomness. How about a technique that provides random outcomes but within parameters that can be influenced to fit the game design?
Earlier this year, after the game design and concept for "Pavel Piezo - Trip to the Kite Festival" were almost done and funding was secured, the crucial question had to be answered: Which game engine or programming system should be used for production?
Carsten Germer's Comments
[News - 03/23/2017 - 05:00]
[News - 03/22/2017 - 06:45]
Well, that seems to be ...
Well, that seems to be a cheat, not an easter egg. r n Easter egg is something the player might uncover within the game while playing the game with the usual controls for that specific game. r nEntering specific sequences of control that are not used for playing the game ...
[Blog - 03/06/2017 - 11:25]
[Blog - 02/07/2017 - 07:49]
I wholeheartedly agree with many ...
I wholeheartedly agree with many issues you mention, but this will be hard to pull off, if one wants to do it right. r n r nShort: Production cost. r n r nLonger: r nWith spendings being so high for every minute of content, nowadays, not many productions may be ...
[Blog - 10/12/2016 - 04:31]
It rocks but has a ...
It rocks but has a rather steep learning curve. 30 years a gamer and I 'm astonished every time I pick it up. Give it a try -
[News - 11/19/2015 - 04:03]
Hm, I 'd wager anyone ...
Hm, I 'd wager anyone would rather have some bones cracked by Batman than be mowed down by Deadpool. r nJust sayin -