Students in my game design classes often see me in a sharp looking t-shirt with the Snatcher logo. I’ll fully admit that I loved this logo and shirt design long before I actually played through the entire game, which I have only done recently, in January 2024. I had started it a few times, not […]
Author: rohogames
Sunsetting Nevada
If you’ve read this blog before, or if you are a student of mine at Purdue, you might be vaguely familiar with the detective/adventure game I’ve been working on, called Nevada. I started working on it in the summer of 2020. I’ve made a lot of great progress on it, and I think the game […]
Three C’s Design
In a few days I’ll begin teaching a new class. Well, not totally new. I actually started it last year as an experimental course, and this Spring is the last time it runs this way. It’s meant to be a class on advanced game design topics. Students design game mechanics from scratch (including coding them […]
Design Analysis: Better Conversation Gameplay for Adventure Games
Last Window: The Secret of Cape West is the sequel to the Nintendo DS point and click game called Hotel Dusk. I’ve been playing it recently, as a result of finding it in a local store. This was fortunate: Last Window was never released in the United States, so it is difficult to find. Like […]
Happy New Year 2024!
With a new year comes a new resolve to not be lazy with this blog and portfolio website in general. Happily, the main reason for this laziness is things have gone wonderfully at Purdue, with many fulfilling projects, incredible students, and meaningful work. A brief overview of those things: There is more, but I should […]
Nevada Dev Log: Press X for Doubt
I’ve been doing a pretty good job working on this despite the semester taking its usual toll. I have a good reason: there are some kinda cool ideas I have in my head for potential grants and things like that, which involve game making, and I kind of want to get to those! But I […]
Nevada Dev Log: Mostly Pictures of Status Effects
It is 11:12 pm, less than an hour away before my summer break ends (sadness!) and I go back “on-contract,” as they say. This hopefully doesn’t mean I put down Nevada, obviously, but it does mean a whole bunch of priorities kick into high gear: including a brand-new class I have a week to spin […]
Nevada Dev Log: Lists Start at Zero: The Madness of Computers
I’ve completed my dialog pass (yay!) and have now embarked on something I actually find fun*: balancing the real gameplay. This is a huge pass: all of the interrogation battles right now have zero balancing. All enemies have default stats, so all you have to do is spam “question” and win the game (or probably […]
Nevada Dev Log: Dialogs and Cheating
While I did not even come close to accomplishing my goal of a full dialog pass before my vacation, I am back at it, finally. I should have known. The dialog pass is a huge amount of content, especially because it tends to reveal new features that I didn’t have before that have to be […]
A Professor’s Git Repo (Nevada Dev Log)
I finished the evidence pass today- awesome. I’m not exactly sure what my next pass should be, actually. Probably conversations- in my game, I have branching conversations. Not deep branching Mass Effect style things, but they do have consequences. I actually really like using my conversation system. It might be one of the best little […]