Michael Evans
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primalace.bsky.social
Michael Evans
@primalace.bsky.social
69 followers 430 following 57 posts
Principal Game Designer. He/him.
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Just subscribed. @norsehound.bsky.social posts have always been inspirational to me over the years and well worth a look for any game designers out there.
Welp, here it goes... my Patreon is up!

Right now it doesn't have much on it as I figure things out, but if you wanted a look at WZ Shogun it's up in the paid area for alpha access.

I'm not offering anything special for the different tiers, just base access.

www.patreon.com/cw/PilotIllu...
Pilot Illustration | Patreon
Game Design, Writing, Illustration
www.patreon.com
The power of bold colours and stripes at work!
I've discovered how to use #blender compositor after watching a tutorial to do VHS style effects and frankly, I shouldn't have this power.
Can I ask how you took those screenshot from in game? Was it emulated? It has such a vibe, being blurry and old school and blown out almost. Wondering if I can replicate that look in renders.
Reposted by Michael Evans
Interlude 01 - Which one should I develop further?

#artpost
Archimedean Dynasty is what I think of. A modern take on that would slap!
Interesting! I've also thought doing a sort of space game but it's actually in a planet sized mega ocean would be a good fit for creating a more plausible "flight" model and have interesting terrain and "atmospherics" just because there would actually be a medium being moved in.
Gorgeous ship designs!
I need a new extreme g in my life
Bit of pitch work im allowed to share!
This is like the scale of Elite ships, with cockpits that are actually the size of houses!
I like the look of these. Theyre like a mix of gundam and heavy gear mechs!
The fog of war aspect was really important I thought. You could also consider cards you could place face down in a stack to do a fog of war and could be used to do compound maneuvers. Pretty print and playable.
what about a stack of tokens instead of a dial. Could be something interesting in seeing three tokens stacked instead of the usual two but not what it means, or could have bluff tokens.
Reposted by Michael Evans
Check it out and download it from the itch.io page. Since it's a prototype, there's little in the way of comforts, so be aware that you'll need a gamepad to to play it. It's not really configured for anything else.
Starship Landings (Prototype) by Why485
Prototype built entirely around making cool looking spaceships landings an integral part of a game.
why485.itch.io
Reposted by Michael Evans
It should go without saying, but I strongly believe in Stop Killing Games. It has the potential to make massive waves in favor of consumer rights and protection, in an area of which there is currently no tested law.

If you live in the EU or UK, sign the initiative!
www.stopkillinggames.com
I think you can make dice thinky if you can figure out how to use them to provide input randomness instead of output randomness as suggested here. E.g. Could a rare roll ahead of time provide options to use Fighters to punch above their weight amongst other choices or meaningful decisions.
Cross referencing stats is a burden but provides flexibility. Bespoke units can be wasteful but the important stuff is right there where it needs to be.
In the end though it doesn't matter unless you also fuss with the speeds and stuff at the same time otherwise its just a way to render something that's really big without using big numbers.
I've done that in unity before. It's how I prototyped the way supercruise in elite could work and sold it to the powers that be. I knew telling unity to render something 8au away wouldnt work so I rendered it 100m away and dynamically scaled and positioned it to look further.
You can compress time, compress space or compress speeds. On Elite we dynamically altered the acceleration and speeds based on how far away you were from stuff in space, with the effective outcome of making those vast realistic distances much more compressed in terms of time to cross.