Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts


anomalous underdog's blog

8:56 PM on 11.05.2013

Our Design Idea To Prevent Savescumming in Graywalkers

Game development is chiefly exploratory in the initial phase of development, and this is mostly where we come up with ideas to overcome certain problems. Here's a look at one design proposal I have for our ongoing project, G...   read

4:27 AM on 08.11.2013

Equipped Skills: The Growing Trend in RPG Game Development

I told you people. I told you! Now it's happening. [s]Developers[/s] marketing people are touting their game's innovative class system! Players are up in arms about removing the traditional trinity (i.e. tank/DPS/support)! C...   read

5:52 PM on 02.05.2012

Bosses That Roam The Level

This is a good idea. The podcast mentions this great hate for the classic boss level wherein the boss is waiting at the end of the level within a closed-space arena. While I really have no intense hate for it, I also like his...   read

10:41 PM on 02.02.2012

Do We Need Annoying Small Enemies?

Continuing on that podcast, they mention this: "Games should never include small scuttling enemies that walk across the floor or hover above your head and are really hard to hit and are annoying." First, I have no problem w...   read

12:48 AM on 01.31.2012

Should We Keep Having RPG Elements On Non-RPG Games?

I recently got a smartphone so I can listen to podcasts on the go. One of the podcasts I listened to mentioned this: "Developers shouldn't shoehorn RPG elements into games that don't need them." I think this is terribly nar...   read

12:11 PM on 02.18.2011

Zombie Fields

I started this game out as a learning experience in using Unity, then it was pushed aside as a side project. When I got hired, my employer looked at it and saw it as a viable commercial product. I agreed to give it to the c...   read

8:49 AM on 05.20.2010

Death Zone Zero: Doc's Support Ability "Steroids"

The Doc now has his support ability, Steroids, which, I've said before, raises the attack damage of a friendly organic unit, but damages that unit as a side-effect. The effect lasts for 2 turns and you can stack it. As usu...   read

10:23 AM on 05.18.2010

Death Zone Zero: New Unit "Doc"

The Doc is your post-apocalyptic healing unit. He can heal a large amount of health to one organic ally unit. The problem is he has no combat training so he can't attack. Still to come: The Doc's support ability, Steroids, w...   read

9:57 PM on 05.12.2010

Death Zone Zero: New Unit "Gunslinger"

The Gunslinger is like your standard ranged-attack unit, except that he really shines in indoor maps where there are lots of walls, because his shots ricochet off them. This also means you can attack units hiding behind cover...   read

11:27 AM on 05.05.2010

Death Zone Zero: Rifleman Concept Art Update

Here's an update on the Rifleman concept art, together with the female version. I'm not sure if I made the female version look "post-apocalyptic" enough. Maybe I'll redo it sometime.   read

11:41 AM on 05.04.2010

Introducing: Death Zone Zero

So I thought I'd use this to promote my indie game, Death Zone Zero. About the Game Death Zone Zero is a 3d turn-based strategy game set in a post-apocalyptic world. Roam the Death Zones and lead your band of mercenarie...   read

3:49 PM on 01.14.2009

Silent Hill 5: Silent Hill in name, but a different survival horror all the same

With Silent Hill's main story arc having been concluded in Silent Hill 3, you just know the succeeding games won't be having that same climactic feel to them anymore. That was true for Silent Hill 4, and while the same goes f...   read

Back to Top

We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter!
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -