Tag: Star Iliad

  • DevLog #10: Fast Travel

    DevLog #10: Fast Travel

    A rare trip has come up. An old friend is getting married, which has necessitated I travel to the other side of the world. So on that note, let’s talk about “Fast Travel” in video games. One might be tempted to think it’s an easy question: “How soon should we have it?” But actually, the…

  • Dev Log #09: Little Design Decisions

    Dev Log #09: Little Design Decisions

    When creating a game world, you have to tackle various design questions. We’re familiar with the big front-facing design questions – things that require clear intent and are likely to be listed in the game design doc. They’d be questions about the game’s core genre and tone, the gameplay loop, the story, art style, and…

  • Dev Log #8: HP vs Hearts

    Dev Log #8: HP vs Hearts

    Star Iliad uses a “Heart” system to display player health – which is a marked change from Phoenotopia’s “HP”. Today, I’ll explore why that is. Did we consider other health systems? And is using Hearts simply a cosmetic decision or a major change that will shape the game design fundamentally? (Note: Chinese Translation of this…

  • Dev Log #07: The META of Blog Posting

    Dev Log #07: The META of Blog Posting

    Happy New Year!  New years invite reflection. Today, I’ll reflect on dev logs themselves. More specifically, why do we write them? What are they for? And why do I have writer’s block? (Note: Chinese Translation of this devlog is available! Courtesy of Baojie) A Quick History I started my first blog post about 12 years ago. At the time,…

  • DevLog #06 : Expeditions for Tech

    DevLog #06 : Expeditions for Tech

    Spot the difference in this picture of two enemies at the moment of their demise. On the left, an enemy in Phoenotopia. On the right, an enemy in Star Iliad. Notice anything? The one on the right sports a “hit glow” FX. (Note: Chinese Translation of this devlog is available! Courtesy of Baojie) Phoenotopia surprisingly never had hit…