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Joris Dormans's Blog


Joris Dormans runs Ludomotion: an indie development studio focusing on innovative gameplay and procedural content generation. He has a PhD in game design, for which he invented the Machinations framework to model game economies. He is also co-author (with Ernest Adams) of the book Game Mechanics that discusses in great detail how game economies can be used to create emergent and fun game systems.


Member Blogs

Posted by Joris Dormans on Thu, 23 Jun 2022 11:48:00 EDT in Design, Console/PC, Indie
Two weeks after the release of Unexplored 2 we’ve redesigned the inventory system as players found it to be too restrictive and too diminishing of the fun of finding treasure during their adventures. In this post Joris Dormans looks back at this pivot.

Posted by Joris Dormans on Tue, 26 Oct 2021 10:44:00 EDT in Design, Indie
An outline of the level design philosophy we developed and adapted for Unexplored 2. This philosophy informs our generator and proved to be a great help generating coherent, believable and fun places for the player to explore outside the typical dungeons.

Posted by Joris Dormans on Fri, 21 May 2021 11:13:00 EDT in Design, Console/PC, Indie
An in-depth look at how we designed the 'Fortune System' for Unexplored 2. This mechanic is our equivalent of dice rolls in table-top RPGs: we tried to make it as exiting and engaging as grabbing and rolling a handful of dice can be in that context.

Posted by Joris Dormans on Fri, 05 Jul 2019 11:09:00 EDT in Design, Programming, Console/PC, Indie
Find out how we used two different resolution Voronoi diagrams to generate world maps in a way that optimizes gameplay opportunities and makes it fun to simply read the maps.

Posted by Joris Dormans on Wed, 19 Jun 2019 10:36:00 EDT in Design, Programming, Console/PC, Indie
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.

Posted by Joris Dormans on Tue, 05 Jul 2016 11:31:00 EDT in Design, Indie
Traditionally RPGs use dice to randomize combat results. This post discusses how we used timing and player skill to the same effect without compromising the strategic options players expect from an RPG for our game upcoming game Unexplored.

Joris Dormans's Comments

Comment In: [Blog - 05/21/2021 - 11:13]

Thanks Devon I certainly do ...

Thanks Devon I certainly do Although in this case the economy of the test is not very complicated. But I definitely looked at different patterns and feedback structures when experimenting with the sparks. For example the dynamic created when sparks could be gained through failing tests was interesting, but not ...

Comment In: [Blog - 06/19/2019 - 10:36]

This is about Unexplored 2, ...

This is about Unexplored 2, maybe Uncharted in your comment is a typo r n r nIn any case, in Unexplored 2 we do nothing by hand it is all generated.

Comment In: [Blog - 05/16/2014 - 08:31]

As a developer for the ...

As a developer for the indie iOS game Bezircle for which the local multiplayer is the heart and soul, sorry for the shameless plug , I have to say it is increasingly hard to reach the right audience with local multiplayer games. To me it seems that that type ...

Comment In: [Feature - 03/05/2013 - 04:50]

Nice article, Damien. And thanks ...

Nice article, Damien. And thanks for including Machinations to your list. One minor observation, although Machinations once started based on UML long ago, its current form is much closer to Petri-nets. Suggesting a close relation between Machinations and UML might set people who are familiar with UML on the wrong ...

Comment In: [Feature - 08/16/2012 - 04:55]

Actually there are a few ...

Actually there are a few subtle differences between Petri nets and Machinations. Petri nets use places and transitions that would function much like pools and gates in Machinations. However, Petri-nets doe not have anything like the state connections, I am not sure if you can do something like changing the ...