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Archive for the ‘paul taylor’ tag

Developer Blog: Interface Design

Posted on 6th Aug 2010 at 10:24 by Mode 7 with 6 comments

Mode 7
I’m going to step out of my chronology of Frozen Synapse this week and talk briefly about what’s going on around here at the moment.

One of the major difficulties with the game is giving the player a vast amount of control over his units while still retaining a clear and clean interface: it’s something we’ve struggled with throughout development.

Our first real stab at tidying up the game came when we took it to the University of Reading for some focus testing. We had a batch of brilliant (and very patient) Computer Science students play the game for a few hours while we watched and talked to them about the problems they were having. It was encouraging that they all rated the game very highly, but there’s nothing like observing someone struggling to make a unit do something to bring home the fact that you need to make some changes!

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Developer Blog: Getting the Graphics Right

Posted on 28th Jul 2010 at 09:00 by Mode 7 with 5 comments

Last time I talked about Annoying Wonky Triangle Wars, the original Frozen Synapse prototype.

Well, while Ian was struggling to get the game playing well, I was struggling to come up with a look for the game. To give ourselves something to aim for, we commissioned some concept art.

Here is the first concept art that was ever done for Frozen Synapse.

Developer Blog: Getting the Graphics Right
The first concept art for Frozen Synapse

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Developer Blog: Prototyping and Playtesting Frozen Synapse

Posted on 21st Jul 2010 at 11:50 by Mode 7 with 2 comments

Mode 7
In my previous post, I discussed how we came up with the initial idea for Frozen Synapse.

As lots of boring industry types will endlessly tell you, ideas are cheap. Actually, this is complete nonsense, but the point they're trying to make - that the hard work is in the execution - is correct. Even if you do have a strong idea, translating that into a viable game is extremely difficult.

During the development of Determinance, we struggled to get the core mechanics right, so every aspect of the design seemed in flux throughout development. This is a phenomenon that afflicts games of all sizes, and we were determined to overcome it this time around.

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