Dialog System: Injecting Gameplay and Reactivity

Hi guys, happy Friday! We’ll we’ve covered the design pillars of Project Resurgence in one of my previous posts, and today I want to go a little more in depth on the Exploration pillar: specifically the dialog system.  Since Resurgence is such a narrative heavy game, the dialog system (I use the short version of the word, deal with it) is an extremely important element. We’ve spent many hours debating various features and looked to a variety of sources for inspiration, and in the end we came up with the following goals: Continue reading Dialog System: Injecting Gameplay and Reactivity

Design Pillars: Exploration, Encounters, Advancement

Hey guys! Welcome back to Design Time with Rob! Today I’ll be getting into specifics on the three central pillars of gameplay in Project Resurgence.  I know you’re all dying to know exactly what kind of game we’re working on, so I hope this high level view of the design will give you some additional insights.  So without further ado, let’s dig right in. Continue reading Design Pillars: Exploration, Encounters, Advancement

Games We Love: Inspiring and Aspiring

Boom Baby, I’m back!  Once again, thanks so much for checking out our Dev Blog, and coming along on this journey with us.  I’m Rob (@Robsurgence), Project Lead and Creative Director for this ambitious little game of ours.  If you missed my last post, I went into the origins of the project, our high-level objectives, and what we’re hoping to do with this blog.  Last week, our Lead Writer Kelly (@KJHerreid) started getting into the major themes of our story, and today I’ll delve into the design of Project Resurgence and the big games that inspired these choices.  Alright, so let’s do this thing! Continue reading Games We Love: Inspiring and Aspiring