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October 21, 2017
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Charles Geringer's Blog

 

I have always liked making content for games, sometimes more than actually playing the game itself(Both Digital Games and Pen and Paper RPGs).

Recently I decided to seriously persue a long term goal of becaming a game developer, I am currently Lead writter, anc co-lead multyplayer designer for the indie game Project Earth(http://www.moddb.com/games/project-earth)

I intend to use this blog to write down some of my musings and Ideas I have trough this attempt at becaming a proferssional Game Developer, as well as reviews of games.

 

Charles Geringer's Comments

Comment In: [Blog - 08/16/2017 - 10:14]

I love this A-Life system. ...

I love this A-Life system. r n r nRegarding smart terrains Many features were actually left out which were related to systems like this. r n r ncould you please expand on features you wished you had been able to put in the game and how they would have worked. ...

Comment In: [Blog - 08/09/2017 - 09:55]

I think in the Where ...

I think in the Where am I in the storyline the best solution I have found is the one in Darksider s 2 where whenever you load a game there is an skippable The story so far video played

Comment In: [Blog - 07/10/2017 - 10:13]

while I agree with the ...

while I agree with the general premise of the article I believe one of your examples was a very bad choice: r n r n Replaying through Valkyria Chronicles, sandbags provides 360 degree protection not in the direction of the bag. In turn, defenders have a massive advantage compared to ...

Comment In: [Blog - 05/25/2017 - 10:00]

While I disagree with your ...

While I disagree with your premise, it is a well written article. r n r nI really liked, and agree with everything you said about Nods. And will say that they are also very useful for giving weight/believability even when there are no choices. e.g.:Receiving letter from characters in Mega ...

Comment In: [Blog - 04/18/2017 - 10:37]

Really liked your analysis, but ...

Really liked your analysis, but feel you neglected the visual designs, like Ana and Pharah sharing a tattoo

Comment In: [Blog - 04/11/2016 - 02:33]

I think the developers were ...

I think the developers were attempting to create a version of the prisoner s dilemma by creating this system. r n r nI believe you misunderstood the devlopers intent. I believe the developers were trying to create a non-zero sum game, that encourages cooperation. r n r nThey purposefully wanted ...