Borderlands

I’m trying out this new game from Gearbox and I have to say I’m pretty impressed at how well it manages to merge the leveling system proper to RPGs and a traditional FPS gameplay. The blend works amazingly well and in a way, it answers some of my quarrels with the RPG love for repetitive gameplay. See, being an open world FPS (sort of), Borderlands allows for much more varied and direct tactics to be used. Angle of approach and cover bear heavy consequences for example. This might seem basic, but can you think of many RPGs that do this?

Granted, you’ll do tons of shooting and bombing, but there is a real strategy to set up when tackling an enemy encounter.

Grind-based RPGs almost never allow for this sort of freedom, making me think that maybe, cross-genre experiments as this one are the way to go to find new ways of bashing mobs…

borderlands-new-art-direction-screenshot-big

New Project at Fishing Cactus

Project Eyeballs at Fishing Cactus! Check it out!

Eyeballs

Woof

Just got a comment in my “to be approved box” suggesting me to fuck dogs online. When and why did this shift from “girls” to “dogs” occur please?
ps. not to mention the “online” thing. I could find some real ones you know :p

Just got a comment in my “to be approved box” suggesting me to fuck dogs online. When and why did this shift from “girls” to “dogs” occur please?

ps. not to mention the “online” thing. I could find some real ones you know :p

Overcoming the leveling and grinding mechanics 2/2

First of all, sorry for the HUGE delay but the last months of work on Little Jurassic People were quite hectic, and after a very much needed holiday and some other stuff, I’m finally ready to finish this.

In the first part of the article, we saw how the Grinding and Leveling systems are commonly used in almost all the MMOGs you can find on the market these days. Mainly, they provide an infinite gameplay loop which require little to no additional content and assets to be produced (that’s cool) and they are a great way to distribute content among the players (player level acts as a prerequisite to access specific contents).

Now, we’ll see LJP’s solution to the points we enumerated in the previous article. After that, we’ll go into more detail on how to achieve those goals.

Read More »

Hum…

Hey. Regular posts will hopefully be back as soon as this week or weekend (with the last article follow-up).

Little Jurassic People development has ended. I’ll probably get into more detail in a later post but the final presentation went well, sort of. We didn’t succeed to produce the online demo we were hoping for (instead we delivered three solo demos) but we managed to put up a nice enough presentation in front of a professional jury.

These days and until the end of December, I’m working as a game designer (internship) at Fishing Cactus, a great small developer located in Belgium. We’re working on several Iphone and Wiiware/XBLA/PSN projects and it’s a lot of fun!

Check out their website, it rocks :)

 

Fishing Cactus

Overcoming the leveling and grinding mechanics 1/2

Originally posted on Little Jurassic People Developer Blog.

One of the main advantages of the entire Little Jurassic People project is to be able to experiment and look for alternative solutions to the grinding and leveling mechanics that pervades, and have always pervaded, the MMO genre. All of this, with no commercial pressure.

From Wikipedia“Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or non-entertaining gameplay […] in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over and over again, in order to advance their character level to be able to access newer content.”

Why are these mechanics so widespread? For several reasons actually…

Read More »

Slow motion

ljp

Slow updates lately. Little Jurassic People development is going on nicely and we’re preparing for the last month of crunch work. More info soon!

Meanwhile, I’m discovering twitter_logo1!

Open Day Screenies…

Some additional screenshots we showed last week at Supinfogame’s Open Day. Sébastien, really had us rolling on the floor with his LJP mock-ups. Made us all wish we had more time to make the game as huge as it deserves to be (not that it won’t be huge, but not “dynamically-ride-on-the-dino’s-horns” huge… :) )

Enjoy, and don’t forget to check out the Little Jurassic People Devblog for up to date news about the project!

screenshot_10_10_16screenshot_10_10_15screenshot_10_10_14

screenshot_10_10_13screenshot_10_10_11screenshot_10_10_10

screenshot_10_10_12screenshot_10_10_09les-noobs-a-la-chasse

Open doors at SUPINFOGAME

Last saturday we saw the annual SUPINFOGAME open doors day. For us, it was the first time we were able to show Little Jurassic People to some visitors and gather some feedback.

Read More »

More fun, less chit-chat! *part 2/2*

Originally posted on Little Jurassic People Developer Blog.

In part 2 of this post, we’ll look at how Little Jurassic People’s communication system tries to bring the best out pictographic communication. Which tools we have designed to help speed up the message composing process and how all the pictos are accessible to the player.

Read More »