Game Design

/Tag:Game Design

Virtual Reality RPGs: How Operencia’s Classic Grid-Based Formula Became the Foundation for Innovation

Our team grew up dragging manuals and character sheets and dice bags from house to house. When we couldn’t meet to game, we filled the downtime with CRPGs, crawling through dungeons in games like Bard’s Tale, Eye of the Beholder, and the Ultima series. Adventure was always on our minds, and we wanted to [...]

By | September 24th, 2020|Operencia, Zen Indies|Comments Off on Virtual Reality RPGs: How Operencia’s Classic Grid-Based Formula Became the Foundation for Innovation

Genre-Bending in CastleStorm II: Bringing Kingdom Management to a Lane-Pusher

Game design is a careful balance between the familiar and the innovative. When we developed the first CastleStorm, we purposely kept a narrow focus on our target genre: lane-pushers. And then we used player feedback and our own growing RPG experience to introduce several new twists on the genre in CastleStorm II.

By | August 31st, 2020|CastleStorm, Zen Indies|Comments Off on Genre-Bending in CastleStorm II: Bringing Kingdom Management to a Lane-Pusher

Narrative Level Design and Underwater Castles

While we wanted gameplay mechanics and early enemy encounters to feel familiar to players, we wanted to show players early-on that the world of Operencia was not typical medieval fantasy and that we were putting our own twist on the grid-based RPG model.

By | August 10th, 2020|Operencia, Zen Indies|Comments Off on Narrative Level Design and Underwater Castles