Monthly archive for September2013

Building Territories in an Indie Game World Using Mathematical Graphs

Have you ever pushed especially hard in a video game just to gain experience or skill points? Take World of Warcraft for example, which regularly divvies out talent points as a player levels up. Choosing different talent paths creates fundamentally different characters with specialized abilities. For example a mage that has massively powerful fire spells can dominate a battlefield from a damage perspective while an ice mage  can slow and control enemies far more effectively.

Building Territories in an Indie Game World Using Mathematical GraphsFrom a technical perspective, the progression through that talent tree is likely governed by a mathematical graph. Similarly in our indie game we’re figuring out how various abilities unlock others, and how the player can earn each level of abilities.

Beyond skill trees, this concept also has bearing on how sprites move through a map or level because it impacts…

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Building Our Indie Game One Bean at a Time

Building Our Indie Game One Bean at a Time

Somewhere in Indie Developer land I’m sure there exists a perfected method of prototyping a game concept before coding and building it out, but we at SYNTH7 have yet to discover it. So instead we’re returning to the basics, and more specifically pen and paper with one magic ingredient: dried beans.

If you hadn’t guessed, (or if you’re new and in that case welcome!) yet based on hints in our past posts, our game concept has to do with territory control between opposing forces that are both employing their own forms of weapons. It sounds easy enough to (1) talk about various game mechanics playing out and interacting with game elements and (2) take notes on the discussion so that we remember to follow up on it later, but we’ve quickly discovered that it’s also easy to get lost in an endless loop of ideas.

We made a commitment to…

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