Rohan Harris's Blog
I am the co-founder and lead programmer at Flat Earth Games, an independent game development studio in Sydney, Australia.
In early April, I began a 10-day cyberpunk game jam project which would become a 7+ month commercial project - an top-down, cyberpunk, perma-death hitman game. This is about how and why the AI and systems were designed as they were.
Last year, we released our first video game - a rather complex strategy/management game for iPad. Watching its progress at a premium price point and when it's on sale had us wondering: just how much are players who buy your game on sale worth to you?
With the launch of our first indie title, TownCraft, I decided to look back on the major (and somewhat bizarre) inspiration for this citybuilder: the classic DOS RPG Ultima VII.
Some of my ponderings about the ethics and politics we instil in the games we design, whether or not we intend to.
Rohan Harris's Comments
[Blog - 10/02/2014 - 02:39]
Hah. We actually considered building ...
Hah. We actually considered building an iPad companion to the game where you manage the police drone force. Unfortunately, that 's a whole different game so it wouldn 't quite be as simple as just 'exposing the manager options to the player '.
[Blog - 11/11/2013 - 09:26]
Thanks r n r nIf ...
Thanks r n r nIf you haven 't checked it out, there 's a fascinating video on the GDC Vault by one of the creators of the first MUD in which he primarily discusses the simulation aspects of 'MUD ', the reasons he insisted on it, and why he thinks ...