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Joost
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Post subject: Re: Development blog posts Posted: Wed Apr 25, 2012 4:07 pm |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 3989
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The first couple are already pretty far along development, but I could show concept art and talk about the design process of an Awesomenaut, if that's way you mean?
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EMBigMoose
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Post subject: Re: Development blog posts Posted: Wed Apr 25, 2012 5:06 pm |
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Joined: Tue Apr 10, 2012 11:06 pm Posts: 90
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I would like that as well. Talk about how you decide which features/skills to implement with each Awesomenaut and how you go about balancing them, along with concept art.
_________________ http://www.reddit.com/r/Awesomenauts/
/r/Awesomenauts Moderator Steam: EMBigMoose PSN: EMBigMoose
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david12596
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Post subject: Re: Development blog posts Posted: Wed Apr 25, 2012 7:49 pm |
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Joined: Mon Jun 08, 2009 2:01 am Posts: 353 Location: New Jersey, USA
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Joost wrote: The first couple are already pretty far along development, but I could show concept art and talk about the design process of an Awesomenaut, if that's way you mean? That would be nice. 
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Azure Aubin
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Post subject: Re: Development blog posts Posted: Thu May 03, 2012 9:44 pm |
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Joined: Sat Apr 28, 2012 12:19 am Posts: 106
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^ I second that. Would definitely love to see the process and learn more about them. That way I can prepare on how to beat them! 
_________________ PSN: AzureAubin ------- My AWESOME accolades: *First player to reach above 2000 rating* *Ranked 1st on PSN May 2nd - 7th.* *First player to reach 5th prestige on May 5th*
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Elvick
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Post subject: Re: Development blog posts Posted: Thu May 03, 2012 10:10 pm |
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Joined: Tue May 01, 2012 7:41 am Posts: 192
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I would like that as well.
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Joost
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Post subject: Re: Development blog posts Posted: Fri May 04, 2012 11:38 am |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 3989
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Hmm, I think I could squeeze a couple of fun blogposts out of how we designed Lonestar's Bull ability, and maybe one with concept art and in-game shots of various stages of Lonestar's and Froggy G's graphics. Thanks for the suggestions! This week's blogpost is going to be a bit more theoretical, though, but I'll get to these topics after that! 
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Joost
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Post subject: Re: Development blog posts Posted: Fri May 04, 2012 3:33 pm |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 3989
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New blogpost! This one is about how a game like Awesomenauts contains several layers of gameplay that all co-exist at the same time, and about how lasagne can help analyse such a game. The lasagne theory of game design
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Auburok
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Post subject: Re: Development blog posts Posted: Fri May 04, 2012 7:43 pm |
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Joined: Fri May 04, 2012 7:34 pm Posts: 193
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Joost wrote: New blogpost! This one is about how a game like Awesomenauts contains several layers of gameplay that all co-exist at the same time, and about how lasagne can help analyse such a game. The lasagne theory of game design I joined specifically to comment on this, but I have to say I love reading these development blogs. I noticed a lot of what you've outlined in the sound design when it comes to kill streaks, and how it mixes with the main theme, and I thought it was genius how getting a kill streak can amplify a mood and give the player that sort of "I'm awesome" feeling. This game is really, really well designed and polished, and these blogs are great examples of how good games are designed. I look forward to additional posts!
_________________ Gamertag: Auburok Steam: Auburok Baconbits wrote: Children please.
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david12596
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Post subject: Re: Development blog posts Posted: Sat May 05, 2012 4:05 am |
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Joined: Mon Jun 08, 2009 2:01 am Posts: 353 Location: New Jersey, USA
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Joost wrote: New blogpost! This one is about how a game like Awesomenauts contains several layers of gameplay that all co-exist at the same time, and about how lasagne can help analyse such a game. The lasagne theory of game design Very good blog post. It made me...hungry.
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Elvick
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Post subject: Re: Development blog posts Posted: Sat May 05, 2012 5:20 am |
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Joined: Tue May 01, 2012 7:41 am Posts: 192
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I hate lasagna so, it grossed me out. 
It was interesting though.
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