“How can a player move in the world?”
We generally think of Sudd City Adventures as part point and click game and part interactive fiction, however from a camera perspective it has a lot more to do with a visual novel. This mostly comes from the fact that we’re assumed to be from the point of view of our player character, as opposed to a third person animated avatar like in old LucasArts games where players basically moved their character into a hallway to signal a room change.
Iteration 1: Drop down menu selecting adjacent rooms
Read more “Design Iteration: Navigation with a fixed camera and character”
Programmer for Sudd City Interactive here. I wanted to talk a bit about the history of our Sudd City Games and why you should design games around the teams strengths rather than what seems like an obvious genre for a dream game you’d like to make.
The three of us have been working on the Sudd City characters and world for a long time. They started as stories as notes passed between us in high school classes ( hashtag 90s kids. ) The core of the Sudd City stories were just about a group of super hero friends hanging out.
This is the 4th wave of Sudd City Games we’ve tried to make, and here’s a brief history of what worked and what hasn’t.
The first Sudd City Games 2002
Read more “Learning to scope to the team’s strengths”