In our previous “Tagalong Trap” post we talked in general about cooperative games, what components make them “true co-op games” where both players perform active and meaningful roles. We also cited examples of how we implemented these components when designing Shadow Puppeteer.
This time, we will go more into depth about specific ways of working when developing co-op games and give examples of how this was done for Shadow Puppeteer.
Ever since Tennis for two in 1958, games designed for two or more players have been fairly common. Many games claim to be co-op, but merely offer an experience where only one player is needed to beat the game, while the other can simply “tag along.” In these games, the second player is effectively rendered superfluous and begs the question: How can we design true co-op games to avoid this “tagalong trap?”
Starting next week we take our annual ‘Christmas holidays’. It is a time when everybody on the team kick back, visit their families and celebrate Christmas and newyears.
We have had a busy year with many highlights! Let’s do a quick recap and walk down memory lane before we move on to 2016:
When creating a story set in a fictional world you have an obligation to craft a world that players can get immersed in. It doesn’t need to resemble anything in reality, but you need to create an illusion of a unified universe through coherent and consistent design.
Today we will share how we worked when creating the Industrial area of Shadow Puppeteer.
This weeks blogpost takes you through some basic steps of 3D modeling for games. We talk about how our 3D-modellers participate in creating the Shadow Puppeteer world and some of the challenges to be mindful of. The post has been written by our 3D-artist (in New Norwegian) and translated by CEO .