Handmade vs randomized level design in Epistory

This is an old article that was written as a dev blog post for Epistory, a typing adventure game and the first project I worked on at Fishing Cactus.

The problem

As in most puzzle / adventure games, Epistory’s level design, is designed manually from the world layout to the smallest puzzle. But to save time and money, we need to automate everything else, like generic and repetitive patterns or effects that give life to the world. That is what this article is about: the level building of all the things that are not unique or designed for a specific purpose. Continue reading “Handmade vs randomized level design in Epistory”

Epistory is not your usual typing game

This is an old article that was written as a dev blog post for Epistory, a typing adventure game and the first project I worked on at Fishing Cactus.

It all starts with (good) intentions

When you start creating a game. When you think you have a great idea to turn into a great game. When that idea has just been tested and when your team thinks it may very well become that great game you have in mind. There is something you know you must do. You may have already done it during the early design process but the original vision has changed now that you made different rough gameplay tests and added new members to the team. That thing – the title already spoiled it – is defining your intentions. Continue reading “Epistory is not your usual typing game”