The Original Diablo Pitch Document has been disclosed some time ago. If you dabble in game design I think it is a must read, it is a short document that teaches us something new about one of the most influential games ever developed.
As it turn out, Diablo was first pitched as a turn-based RPG with randomly generated dungeons and a specific action economy. Does it ring a bell? (hint, look at our punchline)
The 10 Rings of Powers
10 special powers, 30 and more spells, half hundred enemies and spirits… Wizards of Unica will be all this, and more. We will have achievements which effect the game, hidden dungeon and treasures.
We want Wizards of Unica to be extra-light about equipment and items, Continue reading
When Luca and I started to brainstorm about Wizards’ Duel we clearly wanted to have peculiar bosses for every stage. Due the fact our game is based on collecting bosses’ power after their defeat, it was basic that every one of them were very specific, pushing the player to approach tactics in a different way for each one.
To schematize is a basic part of gamedev if you need a vary and solid work, and so after colors scheme, contrast adjective for characters’ gen, weather and day/night conditions, dimensions and mobility were another specific concept I faced for bosses’ diversification. Continue reading
Twinkle twinkle little star…
I have to admit it: in the begining of Wizards’ Duel development I was really scared by the idea I would have make the graphic user interface too (from here on GUI). Bars and buttons animations are far away from my interest and comfort area. But then, going deeper in the challange of pixelart, getting better with quick solutions and overcoming selfimposed limits, I started to be curious to see how I would have face the Precise side of the Moon. Yeah, because if with monsters and spells strokes and splatters can be helpful, GUI need to be straight and solid. But this doesn’t mean is fantasy-free!
As I love to repeat, every creative act is based on Continue reading
I’ve been very busy with works and familiy in the past month so has been impossible to work further on Wizards’ Duel. I’ve just found some time to work on my original soundtrack for the game. Today I want to introduce to you the 5th release: the Whisper Ruins. Continue reading
“Any fool can complicate things. It takes a genius to make things simple”.
Woody Guthrie (or Albert Einstein)
After my last ice level concept, and its crash against the Game Design’ requirements, I was quite afraid Wizards’ Duel aesthetic would have been turned in some shoddy pixels sh#t. Continue reading