Depth
When we came to game map realization, we thought of making it big and nonlinear. The point is we have a system core, a Cybercenter (hi, Dan Simmons!), surrounded by […]
When we came to game map realization, we thought of making it big and nonlinear. The point is we have a system core, a Cybercenter (hi, Dan Simmons!), surrounded by […]
Creating game levels we wanted to make them diverse and unpredictable. What can make it better than the random generation? You can set some difficulty in every chapter and that’s […]