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June 17, 2019
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Radek Koncewicz's Comments

Comment In: [Blog - 08/31/2015 - 02:48]

Good overview I think the ...

Good overview I think the mid-air slow down while throwing bombs is a particularly clever as it compensates for Plague Knight 's wildness/lack of control. I 'd guess that despite having a slower max speed, his turn-speed/acceleration would be on the quick side in order to keep the light/wild vibe ...

Comment In: [Blog - 06/04/2015 - 01:25]

It was a bit sloppy ...

It was a bit sloppy overall -- when I first went to the linked website reported by various outlets, I actually got a default 404 page from Dreamhost.

Comment In: [Blog - 05/12/2015 - 01:39]

Just wanted to jump in ...

Just wanted to jump in and link: http://zweifuss.ca/ r n r nStreet Fighter III is still one of the best animated pixel games of all time, and it 's not just the frame count. The movement distortions, the frame-to-frame flow, the personalities conveyed through the actions, etc. is all top ...

Comment In: [Blog - 05/06/2015 - 02:43]

I 'm late to the ...

I 'm late to the party on your book s -- somehow missed the original Kickstarter -- but it 's good to see these excerpts appear. Very interesting stuff that could use a little extra attention.

Comment In: [Blog - 05/05/2015 - 01:22]

It 's hard to find ...

It 's hard to find good writing on design. It 's hard to find writing on design, period, from either critics or developers. It sure is easy to find think pieces though My goal is to write about the design of games - the specific decisions that were made for ...

Comment In: [News - 04/17/2015 - 06:52]

Cool. 5 is not a ...

Cool. 5 is not a lot, even for F2P, but it should prevent a large chunk of spam. I just hope Valve ensures that the people who sign up because they 've received a gift-game are still be able to befriend others and use the full feature-set.

Comment In: [Blog - 03/06/2015 - 07:16]

Yup, I mentioned that approach ...

Yup, I mentioned that approach above, get a free hit on any adjacent enemies that try to walk away, but making it a universal rule presented its own issues for us. First, we wanted to retain the free-hit mechanic as a passive ability for just one unit to make that ...

Comment In: [Blog - 02/25/2015 - 01:15]

While Vanquish definitely encouraged perpetual ...

While Vanquish definitely encouraged perpetual motion, that sort of gameplay can be a bit disorienting, especially for those who are used to a more cautious approach. Personally I prefer something in-between: a reason to not stay stationary, but not a constant cracking of the whip either. r n r nEnemy ...

Comment In: [Blog - 02/17/2015 - 06:52]

It definitely could 've been ...

It definitely could 've been less shooter-y than it was, and the different elements were not implemented at quite the same quality bar. Personally I would 've loved more lore and Chaosium-esque gameplay, but I still enjoyed the overall experience and regret that the sequels got cancelled. r n r ...

Comment In: [Blog - 02/09/2015 - 02:28]

You 're welcome. I imagine ...

You 're welcome. I imagine going with UE4 would avoid some of the hassles we 've faced doing it from scratch. Good luck

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