Author Archives: Eric

The Stamina Bar

[I'm not working on the game this week, instead I'm doubling up on my other work so I can spend a full week on the game next week. But I've had one little anecdote bubbling around in my head. Indulge me, … Continue reading

Posted in Design, Project Gorgon | 15 Comments

Thinking about Gorgon Combat

[This post is about Project Gorgon, an indie MMO in development.] Pop quiz time: say you have two attacks that do the same damage, but one hits a single target and the other hits multiple targets in a small area … Continue reading

Posted in Project Gorgon | 17 Comments

Creating a backstory for the game

I had intended to write about combat this week but it turns out that all my writing time is being taken up by the game itself, so I’ll keep this really brief! Basically, my story flopped on me. I’d borrowed … Continue reading

Posted in Project Gorgon | 10 Comments

NPCs as Systems Nexus

My plans for NPCs have been refined a bit. At first, what I envisioned sounds similar to the “Storybricks system” recently announced by Namaste. I’ve abandoned that, now, though, because it’s too convoluted given my time/resource constraints. But there’s a … Continue reading

Posted in Design, Project Gorgon | 13 Comments

Notes From The Coding Pit

[This week I haven't done any design philosophizing... I've been busy coding game systems for the MMO, so I haven't gotten a chance to write anything too clever. These are just some notes that you may or may not find … Continue reading

Posted in Project Gorgon | 4 Comments

Go Big or Go Home

“Go Big or Go Home.” I hate this phrase. But this comic made me realize it’s less intimidating than it sounds.  Of course you can just go home! You don’t have to fight every battle. Sometimes it’s smarter not to … Continue reading

Posted in Design, Production, Project Gorgon | 11 Comments

Item Decay Redux

There’s been some great replies to my last post, and I want to thank you for the ideas. I’m still sifting through them and figuring out what I can realistically make work, but I particularly liked these tidbits: The “rune” … Continue reading

Posted in Design, Project Gorgon | 4 Comments

We Can’t Have Nice Things (They Keep Decaying)

[This article is about my upcoming 3D fantasy MMO code-named "Project Gorgon."] One of the many design elements I haven’t fully figured out yet is item decay. This is a tough one. Item decay is when your weapons and armor … Continue reading

Posted in Design, Project Gorgon | 47 Comments

Alpha Art Woes: Sex-Crazed Elves

[I didn't finish the blog post that was supposed to go up today, so here's some gripes about temporary art problems in the MMO I'm developing.] A lot of the art in my game needs to be cheap prefabricated stuff. … Continue reading

Posted in Design, Project Gorgon | 11 Comments

Permanent Character Choices in a Classless Game (or, “Werewolves!”)

Most modern MMOs require the player to make very few permanent choices. Permanent choices cause stress, especially in games where players feel they need to make “the right choice” in order to be successful (or “viable” or “allowed in groups” … Continue reading

Posted in Design, Project Gorgon | 22 Comments