Geldonyetich's BYOND Development
Birthplace of a game design great. (Or not.)
Geldonyetich

Joined: Aug 06, 08
Awkwardly leveraging 25 years of gaming experience into aspiring game design.
Posts with keyword 'design'
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Extensive "research" in Egosoft's X3 leaves me with a sense as to what really bothers me about a direction in my own project that would seek to imitate it.
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Gaming giants in the world intervene to put me off development... but how long can their siren's song really hold me?
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Thoughts of directions to go that make me balk at what I've got myself into. Lengthy dissing of Egosoft's X3: Reunion.
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I actually get to do an official update on my ongoing project this week. Includes perhaps the first real look at the kind of GUI I'm going for (prior to this, you only saw the map window).
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Sure enough, I'm back in the BYOND development gig, apparently picking up where I left off on my old project from 2 months ago. Ah, sweet cerebral stress.
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Work it harder, make it better
Do it faster, makes us stronger
More than ever hour after
Our work is never over
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Mostly Champions Online talk with a sprinkling of RL antics and a tiny hint at the direction my BYOND project might be going.
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Another week spent on a fairly monolithic endeavor. Just can't be bothered to make a simple game, can I?
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This time I talk about something useful: better coding practice learned through trail and error. I also commit to one really cool feature.
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"Vehicle Wars Open Progress Report #3.5"
Posted by Geldonyetich on Saturday, August 01, 2009 02:44PM
Why #3.5? Because it's not Monday yet, but I apparently would rather spam my Blog than work right now.
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I figure out how to define the purpose in my vehicle wars game from a flash game with a bit of bunny fetish.
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A vehicle wars progress report of sorts, as I mention I'm about to embark upon designing yet another holy grail of sorts.
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"Social Disillusionment For The Greater Fun"
Posted by Geldonyetich on Wednesday, July 08, 2009 05:48PM
Herein, I declare online game societies to be a problematic focus, and hearken back to understand where the fun of a game really comes from, and what's in it for me to make one?
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No, really - you might be surprised at what I've really been trying to do in BYOND all this time: I know I was.
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Exalting the Zen-like qualities of an uncomfortable chair and sharing something going through the forefront of my mind as I dig back into my old code.
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Specifically, pondering the 1998 game Mankind in terms of what I would like if I were to make my own.
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"The Compatiblility Of Flow In Virtual Worlds"
Posted by Geldonyetich on Friday, June 19, 2009 04:12PM
Flow theory meets virtual worlds... but is it feasible?
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Another flight of fancy of me, a fellow who promises the universe and delivers another week of base procrastination: …
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As much as I like to see results, I have to say that a lot of my motivation in developing Project Cyberverse was …
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Geldonyetich compares himself to Einstein, says MMORPG Bliss = Game Value + Spectacle Value, and consequently invites mass critical reception.
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I take Project Xenoverse back to the drawing board, citing issues with plot resolution and advancement.
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"Two Dimensions, Infinite Possibilities"
Posted by Geldonyetich on Sunday, September 21, 2008 11:07AM
The limitations of BYOND are really just the limitations of the imagination.
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