Development Log

Another one of those details that sometimes goes unnoticed is how time is handled in games. At the most basic level, time is a necessary part of the flow of a lot of games. There's often some temporal component to games. I have seen time being used in a lot of interesting ways, from the obvious to the more subtle. Possibly one of the more interesting uses I've seen is the use of time as a balancing factor in turn-based “builder” type games.

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Hello Everyone,

This extra long pause was brought to you by a lot of things we'll collectively call “Murphy”. We sincerely hope we won't hit another spot like that again, for a lot of reasons, not the least of which is the silence you all hear in the absence.

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Another month, another DevLog post. Let's get to it!

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Anyone who has spent any time getting to know Layonara and what we are about knows that encouraging, fostering and supporting role-playing is at the top of our list, and as we work to bring the next generation of Layonara to life, it remains at the top of our list. As a result, some extra thought and attention is going into systems that support RP, help keep a high level of immersion while still allowing players to communicate in meaningful and effective ways.

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Happy New Year!

I'd like to take this opportunity, on the occasion of the New Year, to talk a little about the DevLog itself and how we intend to use it going forward.

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