Why making a violent game may make sense
I was interviewed by Eric Caoili from Gamasutra a couple of weeks ago. Someone on the comments asked why not make a non-violent game instead, and I thought that was an interesting question so here I’m...
View ArticleMore in saving games: "the treasure box"
After thinking about this, I've decided to use "save spots" in Enola. The next step was to decide whatkind of object to use for those save spots.After thinking about this, I've decided to use "save...
View ArticleEnola character profiles: Building Angelica
This may be good or bad, but to me story comes first, simply because I am not half as good at “designing” games as I am at writing. A while ago I’ve been saying how Enola is all about the story, and...
View ArticleEvolution of Enola, and last post…
Originally posted on my blog on Dec 31st 2012 ...since this is the last post of 2012, I guess it should be something meaningful so I’ll be talking about a few things here.Originally posted on my blog...
View ArticleEnola alpha 0.6 is out!
Enola is (in not so many words) a game where: You’re a girl on a mysterious place, looking for her loved one, and you need to rescue her before it’s too late and the killer claims yet another...
View ArticleBuilding characters (building Angelica)
Today I want to talk (or rather, write) about characters and why this matters. In some games, characters are "empty vessels" that players step into, but in other games, characters are something more,...
View ArticleEnola gets motion capture!
A while ago I wrote about using Face Robot (a facial animation module in Softimage) for facial animation, but I still hadn’t addressed the body animation. My idea was to use an image-based motion...
View ArticleAngelica animation test
Last week I was testing the motion capture setup using my Playstation Eye cameras and iPi Desktop Motion Capture. The system yelds pretty decent results, considering I only have 2 cameras, and I’m...
View ArticleShadow men got moves!
I’ve been working on some mocap for Enola using iPi desktop motion capture, and I wanted to show you a glimpse of what we’re doing with it.I’ve been working on some mocap for Enola using iPi desktop...
View ArticleGame Undesign: Designing around limitations
it can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what limitations you want to impose.it can be...
View ArticleInterview with Nick Borrego by slasherjpc
ENOLA: Interview with Nick Borrego. A written interview was recently posted on SpawnfirstENOLA: Interview with Nick Borrego. A written interview was recently posted on Spawnfirst
View ArticleGame ideas: guard impact for Enola?
You know how modern horror games have turned into these “hide and seek” or “hit me until I die” things because devs take away all means of defense because “that’s where real horror comes from”?You know...
View ArticlePostmortem: Our first Rezzed exhibition
I’d dare say we were the first team from El Salvador, traveling from El Salvador to England, to exhibit at Rezzed. Here you can read how it all went.I’d dare say we were the first team from El...
View ArticleCrouching makes things a lot more dangerous
I’ve been talking with one of the guys here for some time about the possibilities of adding crouching. This was not an easy question, actually. The main problem with the issue is that levels (nor...
View ArticleThe Silo is a total nightmare
Some notes about the factory level, one of the last levels in Enola.Some notes about the factory level, one of the last levels in Enola.
View ArticleGame concept, some info, and such
It took me longer than expected but I'm finally posting more info about this game. It's going to be a sci-fi 3D action-ish platformer where you explore a futuristic facility looking for a specific...
View ArticleDefinitive-ish game concept and story
This is a brief article about "The Nightmare from Outspace," explaining what the game is about, how it plays, and what are the inspirations.This is a brief article about "The Nightmare from Outspace,"...
View ArticleThe Nightmare of Level Design (heh)
A brief description of the level design. Here we describe the whole idea behind the levels, how they work and what we plan to do.A brief description of the level design. Here we describe the whole idea...
View ArticleThe suit: designs and redesigns
We took a lot of references from H. R. Giger and Beksinski and then we came up with an initial look, and then we began to work from there.We took a lot of references from H. R. Giger and Beksinski and...
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