Profile
Name:
J-SNAKE
Channel Views:
14,477
Total Upload Views:
9,837
Age:
29
Joined:
Jan 2, 2011
Subscribers:
220
J-SNAKE-GAMES
About Me:
I am J-SNAKE, an indi Game-Developer.
First off:
No sub4sub, guys. This is a serious channel for my games and game-development. All gamer, game-developers and game-interested people are invited. If you like what I am doing, feel free to keep me in mind.
This channel is dedicated to my passion for developing games. My main focus is Game-Design and technical quality. You will see many innovative concepts in upcoming games. They will add rewarding depth and fun!;) By now I want to enrich the 2D world with refined quality. There are several great old concepts which can be enriched. Let's take Super Metroid or a lovely action-rpg like Secret of Mana. A rethought of it can make it control better, make it deeper, more interesting, and more rewarding to play.
Making games is like playing soccer: You can do it for money and fame, just for fun or you can aim at perfection in addition, driven by your vision like in my case. But since there are many
aspects to master you cannot cover all of them in the greatest detail. It is important to figure out what is most important. Since I favor the value of play my main focus are game-mechanics.
I am a fan of a reduced and complimentary feature set, but which is fully eploited. For example I would rather design a game with just 6 properly chosen weapons which complement each other instead of just throwing 100 random weapons in there.That is why you can expect a great variety of play in what I am doing. The way I want to make games is to find rule-sets whith complementary elements in them. This is the key to keep consistent sandbox gameplay while still having great control over level-design. When for example you see an on-rails action-level in TrapThem then everything is still resulting from the underlying rule-set. There are no invisible walls or temporal fake-mechanics to force new style of play.
I am always open to discuss stuff related to Game-Design.
Current state and the challenge:
One challenge with TrapThem is to marry two contradictive worlds: The discrete world are the grid-based physics. The continuous world is the fluid flow you see on the screen. What you see on the screen and what is really happening is not in match by nature. Despite being a consistent system users intuition will be disturbed since we are accustomed to the continuous world we perceive.
But what I can do is to keep this mismatch as minimal as possible: There are several mechanic-models you can find, each with its pros and cons for the player. Much thought was spent on a majority of them and in the end I think I made a good choice.
Another thing I cannot ignore is to offer the player a chance to progress. TrapThem can easily get hard. If you are stuck in just few places you should still be able to progress. That is why I am currently adding a world-map similar to mario world, where you can skip some levels and progress in some non-linear fashion. Also it adds some feel to the adventure in one slap.
Country:
Germany
Companies:
RetroAdvance (not official yet)
Interests:
Game-Design, Computer-Science, Sports, Meditation, Enjoy life with real friends
Movies:
The Miracle Worker, A Beautiful Mind, Matrix, Avatar, Terminator2, Titanic, Dark City, Metal Gear Solid
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habe gerade Deinen Kanal abonniert.
Abonnierst du auch meinen? :)
GruÃ
Arno
LG Toby