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Balancing the “Soul” of a game.

After developing ZPLUS for almost 2 years, we have done a lot of changes, upgrades and modification on our ZPLUS system. I would like to explain how, the system is being constructed; during the preliminary stage we have created a generic framework for ZPLUS which includes basic battle mechanics, simple transaction on buying & selling in-game …

Tutorials for ZPLUS

After a long long break and I believe the MOMO team are back in bussiness to crunch for our next deadline. Before anything else Selamat Hari Raya and Happy Malaysia Day. In my previous update, I’ve talked about the ZPLUS-MINIZ {our mini games in zetta monster plus online} I’ll continue my updates on my later …

Introducing “Wabi-sabi” in Game

As a definition from Wiki; Wabi-sabi (侘寂) represents a comprehensive Japanese world view or aesthetic centered on the acceptance of transience. In a J-RPG game, wabi-sabi elements is important to bring the in game aesthetic to a great level of methaphor interpretations. Every graphical assets should have their own meaning that contributes to the lore of the …

Abdicating Visual Aesthetics

This is a concept derived from Doug Church’s presentation,  on “Abdicating Authorship”. In a nutshell on “Abdicating Authorship”, players have the ability to decide on the possible flow of the story in the game which contribute replayability. As for the “Abdicating Visual Aesthetics”, players are allowed to use gameplay mechanics to  contribute different forms of …

Z+ Card Game Polished 1.0

WOW, let me introduce other least mentioned feature in Z+ that is our Z+-CARD-BATTLE. The Version 0.5 was a bit simple, however still need balanced rules and mechanics in the design. After completing Version 0.5, we have adopted few interesting idea and amend the gameplay of the card game, and it was quite impressive (IMO) Finally …

Introducing the 90/10 RULE

This is very true, as was written by the Jeff Vogel the founder if SpiderWeb Software. In his post it say; “Ten percent of the work takes ninety percent of the effort. When you are designing your first game, putting things together in your spare time, you will probably have a lot of ambition. When …

STEPs in games development by Grey Alien Games. (Where are we?)

Read this interesting article on the STEPs in games development by Grey Alien Games. http://greyaliengames.com/blog/the-6-steps-to-massive-game-development-success/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:+GreyAlienGames+(Grey+Alien+Games) Here’s are some summary of the STEPs; 1) Learn to program. Hopefully in a language conducive to game programming! 2) Fiddle around making incomplete games and engine code. This is where you get better at applying programming and begin to …

Storytelling in RPG games

When designing a game level, the integration of the story into the game is very important. I don’t agree on the saying of game doesn’t need any story. Well it is very much depending on the types of the game. Like Zetta Monster, if we want to create a storytelling game 1st of all, the levels …

Zetta Monster Plus (Social Features)

Idea for the social side of Z+. One of the team mate highlighted on the short falls of MOG (Multiplayer Online Game) that is the “social” features of the game. We are facing the same problem Developers ! take note, we might need to extend the town area from 1 to 1.5 maps adding a …

Game Design and Inspiration

Last week I went to Singapore for a conference on Games, it was by chance where I met a speaker from the DICE summit 09; Takahiro Murakami, executive producer for EA. We talk about gameplay experience for children. Both of us agreed that to developed games suitable for children, first knowing the audience is a MUST. It’s easy …