Dev Game Club

DGC Ep 469: Dungeon Keeper (part two)

Informações:

Synopsis

Welcome to Dev Game Club, where this week we continue our series on 1997's Dungeon Keeper. We talk about its tone again, and delve into a number of design topics including interface choices, verbs, and level design. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Three more levels-ish Issues covered: tonal neutrality vs tonal specificity, constructing a fantasy world, having a clear identity, villainous UI choices, white standing out, a subtle tiling system, feeling like increasing a hoard, increasing the verb space through direct interaction, picking and dropping things to direct them, units you're not meant to care about, camera choices, shortcuts to get around, preferring the zoom level as it was, the magical moment of possessing a creature, more RTS than expected, the early RTS curve repeating itself, not wanting to lose the builder choices, having to research all the rooms again, needing canvas space to paint, not knowing whe