I am looking to collect 63,600 points by 25 December 2012!
I am raising 63,600 points to give 100 3-month premium memberships on Christmas Day of 2012, to give a little something back to deviants who give a lot to the community. I cannot do this alone.
How do you donate?
To donate to this cause, go to PrinceJose (https://www.deviantart.com/princejose)'s page and click "Donate" on the donation pool, or go to the "Give" drop-down menu at the top-right of the page and select "Give Points." No matter which way you give, I still get them! :happybounce:
How else can you help besides donating?
To further help the cause, please favourite this news article and feature it in your
Well, I was tagged by Pichu-B! It was ages ago, but I haven't really managed to get around to doing until now. I'm a rebel who doesn't want to bother to post the rules, so let's get into it right away.
10 Facts About Me
1.- I want to have my own game company someday. For now though, I'm pretty happy with developing games in my free time.
2.- I like chocolate. I mean, I really, really like it. For the safety of your chocolate, you should keep it away from me.
3.- I've always been interested in game development, and have made little games since I was young, but what made me get serious was the Square Enix Latin America contest, a competitio
Life's Impetus Devblog #6 -Designing the Corrupted
This devblog, I'll be talking about the process behind designing the Corrupted, the main enemy type in Life's Impetus.
Corrupted are monster formed by corrupted souls, souls that were not successfully delivered to the Fountain of Life. Corrupted seek only one thing: life. This is why they seek souls and try to imitate life by taking on human form. But what they do not know is that any soul that they touch becomes corrupted too. No matter how many souls they gather, life is something they'll never obtain.
Basic Rules for the Design
Before actually getting started with the design process, I first set some rules to define what I wanted the d
You can read this article at my blog here: http://alcex.wordpress.com/2014/05/04/lifes-impetus-devblog-5-looking-at-the-choices-behind-the-gameplay/
A couple of devblogs ago, I talked about how Life's Impetus's battle system was like, or in other words, I basically talked about the gameplay. Now, I'm going to talk about why I chose each of the main aspects, and in the process look deeper into how the game is like.
Time Based Gameplay
Before Life's Impetus, I worked on a game (my first bigger-than-tiny game) for a competition from Square-Enix. It was called "Ruins of Time", and as you can guess, it had time related mechanics.
Pretty well actually. I'm still in the pre-production phase (deciding how every element of the game will be like), but I'm reaching the end. I've started setting myself harsher deadlines than before, but that has actually helped me go faster.
I checked your journal... you're engaged?!? Congratulations!