Singapore based Games, Mobile Technology and Business software developer
TYLER Products
Friday, April 27, 2007
Mobile Weapon 2: Developer Diary #3
Here's the new concept sketch for your main character in MW. Well actually it's not that new since it's the concept sketch DZ did for MW:Multiplayer even before MW1. I just modified it a little to get a different style.
Please click on the image to see a larger version. Comments?
Oh yeah, "*pinkymermaid" has started working with Malc and I on Pocket Cafe. So expect to see a number of blog posts on development updates this new game series from TYLER.
Wednesday, April 25, 2007
Pocket Cafe Developer Diary #1
Currently we are working on Pocket Cafe for my FYP and designing some characters for the game. So far, the characters have taken on a more anime look. We have just come up with 5 new characters sketches:
- a tomboyish looking female waitress on rollerblades,
- a farrah fawcett looking waitressing with a cute apron and frilly outfit,
- a female chef with chun-li hairstyle,
- a superhunky male chef,
- and a female manager.
We'll be outsourcing the artwork to an artist whose artwork designs we saw in indigo magazine(june issue).
Watched the first 2 seasons of Dave chapelle's show. damn that dude is funny! i especially loved the i'm rick james episode and the one on how prince whooped their asses playing basketball.
3 years back, i watched dave chapelle on def jam comedy hosted by martin lawrence and i didnt find him funny at all. in fact, i thought he sucked. but he's improved dramatically. killing me softly was hilarious!
i think he should go back and do season 3. too bad he quit all of a sudden.
- a tomboyish looking female waitress on rollerblades,
- a farrah fawcett looking waitressing with a cute apron and frilly outfit,
- a female chef with chun-li hairstyle,
- a superhunky male chef,
- and a female manager.
We'll be outsourcing the artwork to an artist whose artwork designs we saw in indigo magazine(june issue).
Watched the first 2 seasons of Dave chapelle's show. damn that dude is funny! i especially loved the i'm rick james episode and the one on how prince whooped their asses playing basketball.
3 years back, i watched dave chapelle on def jam comedy hosted by martin lawrence and i didnt find him funny at all. in fact, i thought he sucked. but he's improved dramatically. killing me softly was hilarious!
i think he should go back and do season 3. too bad he quit all of a sudden.
Monday, April 16, 2007
Saturday, April 07, 2007
Mobile Weapon 2: Developer Diary #2
Meaningful Leveling
I don't know how many of you guys have played MMORPGs where you have to kill 100s (and at later levels 1000s) of enemies just to gain a level where you get just ONE stat point to allocate. This is extrememly frustrating because I really don't have the time to "farm/grind" that much just for one measly stat point.
On the other end of the spectrum we have games like AD&D where you can see a significant performance increase with every level counts and each opens up a variety of new skills, spells, etc. The disadvantage of such a leveling system is the amount of work the game developer and designer needs to put in for the levelling system. You also can't have as many levels.
MW1 gave you 3 stat points per level, increased the damage of the supers moves and unlocked new super moves at certain levels (5 and 15) but I'm wondering if that was sufficiently rewarding for amount of grinding needed.
Since we're introducing new skills and changing the overdrive (super moves) system I think we can work out a more "meaningful" levelling system that will ensure you get alot of bang-for-your-buck for each level. We can also have more quest experience.
BTW we will try to release a beta trial for MW: Tactics Command for mobile phones somewhere next month. It's meant for phones but we'll try to put it in a package you can play on PC. I'll post some screenshots and artwork after my exams are over next Saturday.
I don't know how many of you guys have played MMORPGs where you have to kill 100s (and at later levels 1000s) of enemies just to gain a level where you get just ONE stat point to allocate. This is extrememly frustrating because I really don't have the time to "farm/grind" that much just for one measly stat point.
On the other end of the spectrum we have games like AD&D where you can see a significant performance increase with every level counts and each opens up a variety of new skills, spells, etc. The disadvantage of such a leveling system is the amount of work the game developer and designer needs to put in for the levelling system. You also can't have as many levels.
MW1 gave you 3 stat points per level, increased the damage of the supers moves and unlocked new super moves at certain levels (5 and 15) but I'm wondering if that was sufficiently rewarding for amount of grinding needed.
Since we're introducing new skills and changing the overdrive (super moves) system I think we can work out a more "meaningful" levelling system that will ensure you get alot of bang-for-your-buck for each level. We can also have more quest experience.
BTW we will try to release a beta trial for MW: Tactics Command for mobile phones somewhere next month. It's meant for phones but we'll try to put it in a package you can play on PC. I'll post some screenshots and artwork after my exams are over next Saturday.
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