This one is painful. What is it? A new logic-puzzle type for the Piczle pantheon, Piczle Cross but in 3D! Imagine the classic nonogram puzzle as played in Piczle Cross Adventure but with an added dimension. How far did it get? I spent quite a bit of time on this, probably because I was willing … Continue reading Dead prototypes: Piczle Blocks 3D
Tag: Game design
Dead prototypes: Brutris
What is it? A 3D variant of Tetris where, once placed, the blocks together created a procedurally generated Brutalist building. How far did it get? Not very. I created the main play field and was about to start looking into dynamically creating Brutalist textures on the Tetris blocks when... Why kill it? ...the design. For … Continue reading Dead prototypes: Brutris
Dead prototypes: Osmosis DX
It is a truism that game developers have a severe case of greener grass syndrome as soon as a project starts requiring serious work. We all have so many ideas and the temptation is always there to start a new project before you've finished - often even before you've properly started - your current one. … Continue reading Dead prototypes: Osmosis DX
In-editor tool design
When using a powerful set of tools like those provided within Unreal Engine 4 it's not a bad idea to keep any bespoke tools you may need to use within the engine as well. The idea being that when you're creating your game and, say, you need to add or adjust a new puzzle, in … Continue reading In-editor tool design
Piczle Cross Adventure post-mortem
After every project is "finished", so far as they ever are, I like to look back on the development process and see what I learned, what mistakes I made and what I did well. Though Piczle Cross Adventure has barely been released I thought I'd do a post-mortem on it already, even though at this … Continue reading Piczle Cross Adventure post-mortem
Ramping up
When it comes to designing the Piczle series of games I have in mind some very specific ways I want players to experience the ramping up of difficulty and challenge. For Piczle Lines it was a little more difficult with its many different puzzle packs the player could choose from right from the get go, … Continue reading Ramping up
A man of letters
One of the many opaque elements of game development that players usually don't ever have to consider is the simple matter of fonts. What is the problem, right? You have fonts on your computer, there are plenty you use every day when you write your documents. Just use one of those! Sadly, it isn't that … Continue reading A man of letters
Product, not project
I have realised I perform a simple mind-trick with every project I move from prototype to production. Once I'm satisfied with initial tests and some basic prototyping, there comes a point where you need to focus on turning what you have into a full-fledged game. Now of course you don't need me to tell you … Continue reading Product, not project
Meta
One of the best parts of having total control over your own project is that you can so easily slip in references and Easter eggs. Piczle Cross Adventure is brimming with references that most people will probably not see, understand or care about, but they tickle me pink. Here's just a few of them. For … Continue reading Meta
Localisation
Unreal Engine 4 has a very nifty localisation dashboard, which, once activated, does a lot of the heavy lifting when it comes to localising your game. With it you can gather all the texts in your game from folders you've selected and create a robust localisation using .PO files. There are a couple of caveats … Continue reading Localisation