blog.vidhvat.com

On 3D Platformers

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I was enjoying games on PC while the 3D platformer was in its prime. Nintendo never made it to this part of the world and the genre didn’t established itself on PC so my experience with the kind of game is severely limited. Surveying from a distance I feel that outside of the Mario games, […]

Lovely Planet – Third Time’s a Charm

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Sequel, spinoff or spiritual successor, I don’t really know. If I had the expertise to boil away all of the complexity involving player expectation with a single hard-hitting one-liner slogan, I’d be leading a marketing team in some far-away expensive country. Right now, I just know I’m sitting in my pyjamas with a speedrunning precision […]

A Homeward Bone

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Dark Souls changed the way I looked at videogames forever. First an awful gash that leaves a scar which keeps you from enjoying most other games, later transforms into an expanded perspective on all things videogames. If the Planet Shrine achievement in Lovely Planet wasn’t enough of a clue, I’ve been a fan for a […]

On Shmups – Scrolling

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Summer is hot. If you’re anywhere within a few hundred miles from the hills, it is only too easy to pack your underwear and drive off to the nearest village for a cool breather. I like my peace and quiet, which is something I don’t get here in the city. Cars honking in the distance […]

On Shmups – Shootdodge!

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Avoiding obstacles can be challenging, especially when you’re only allowed limited control. Jumping in a 2D platformer for example is a careful exchange of control. Players read the map and formulate a strategy which informs their decision to relinquish substantial control in exchange for a height advantage. All this happens within fractions of a second. […]

On Shmups

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I don’t like playing shmups. They don’t feel right. On paper they might have neat rules and game mechanics that shake hands to make interesting gameplay, but personally I don’t enjoy actually playing them. The controls are too simple – linearly mapping the arrow keys to the ship’s position in 2D just makes it uninteresting. […]

Distributed Narrative Collectables and Diegetic Choice Field Exploration

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If there’s one thing I know for certain from the two decades I’ve spent playing video games, it’s that we like to collect things. I would speak for myself but I believe that it applies to most players, be it coins in Temple Run or armour sets in Diablo 2. There is a feeling of […]

Lovely Planet – A Curious Case of Sequelitis

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Lovely Planet worked in mysterious ways, often in ways I myself could not foresee. Dedicated players reduced seemingly linear levels into a short sequence of carefully adjusted jumps cutting across impossible gaps while collecting points from shooting friendlies. Walls could be jumped over, bomb triggers were easily avoidable and enemies could be taken in more […]

Lovely Planet – This Time it’s Personal

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While Lovely Planet is finding its way to consoles and my accountant is busy talking gibberish over the phone, I’ve been toying with multiple prototypes looking for something interesting to work on. With a whole list of ideas waiting to be realized in software form it’s easy to get distracted with what looks like the […]

Lovely Planet – Postmortem

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VisualsThe first thing that most players would point out after booting up the game is its wacky graphics style. Most games I’ve worked on have had simple and minimal art simply because there’s never been an artist around. After a few days of experimenting with low-poly models in a flat-shaded and untextured game world, I […]