Yowan Langlais's Member Blogs
A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe!
Designing a game with an appropriate difficulty curve is something really hard, but what happens when you try to scale difficulty, but without a curve?
Making a game is rarely a straightforward process, and if so odds are the maker did not care enough. Game design is much like an ecosystem; we can see the birth and death of many ideas through the evolution of the design. Here are examples.
A finished game is rarely the same as its original concept, but why and how the basic rules of a game can be transformed through a loop of four simple but fundamental steps: execute, test, evaluate, find solution. See how we managed it in Toto Temple.
We need an unique game, with rules that set it apart from a generic platformer. Now it’s time to take you through the journey that has been designing Toto Temple as an unique game!
Collision/Physics engine in unity have been a blessing, but it has it’s fair share of flaws when trying to adapt it to a fast paced platformer, now I will talk about these and the workarounds to get near perfect collision detection.
In Toto Temple Deluxe, we need the characters to tightly respond to a player's inputs. It requires a little bit of common sense, psychology in game design and lots of foreseeing in the code. Let’s take it a step further with the jumping mechanism.
We have recently announced our first local multiplayer / arena game for Ouya, Toto Temple Deluxe, and we thought it'd be great to share our development process. Our first entry covers the controls, more specifically the left and right movements.
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