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Showing posts from July, 2023

[CONCEPT] for a modification to minecraft's combat

 Minecraftheads consider yourselves lucky. My history with this game runs deep, so naturally i will have a bunch of designs for it. This will not be the last time you hear of Minecraft. This post will be a short one (i think), detailing a few minor changes i would make to vanilla minecraft to make its pvp that much more exciting. When i say minor i mean it, btw. They are very indirect mechanical changes and their aim is to manipulate the already existing structure of minecraft's pvp to make it as deep as it can be. To detail the changes in short, i propose adding a weight value to minecraft's armours making players wearing them slower and limiting weapons to being able to carry only two in your inventory at all times.  I will first of all tackle the fact that both changes clash with minecraft's central vision. You cannot have a survival game where it's all about gathering resources and upgrading your gear if you make it all be useful, with the same applying to limiting

[CONCEPT] for an artillery plugin

 In this case, the plugin is for minecraft. Hello everyone. I am an avid fan of artillery in games and have been looking to create my own set of artillery in any sort of game and i got an offer for a plugin to be made, provided the design is good enough (and it's feasible). These artillery pieces and the mechanics surrounding them will be based on two key points. One of them being vanilla compatibility, meaning that the pieces' design will orbit minecraft's design (and specifically the combat found in that design) and the other being the most amount of depth possible through the design limitations. With those two design goals out of the way, let us tackle the plugin. Most values provided in this document are not exact, to make room for adjustments as are needed. The lineup consists of three cannons. Every cannon has been designed with a siege in mind, both because that's where a cannon shines the most and also because that's the vast majority of engagements in a min

[CONCEPT] for a souls-like story

 Returning back to familiar waters, i am tackling once again the souls-like i have been cooking up for about a month now. This concept has been swimming in my brain for a while now and it has officially passed the Lars Christiansen test: it resurfaces again and again, like a phantom, to haunt me. Honestly if it didn't take a massive amount of resources, i'd tackle development of this game. But let us put annoying things like production aside- today we tackle the setting and the story. Honestly the story has been present in my mind ever since i wrote the first blogpost about this concept. I didn't write the story down because writing a story down is not game design, it's writing. Yesterday however i got a pretty nice idea about the setting, which ties to gameplay, so i can fit the story as a little bonus present to anyone keeping up with this concept and is interested to learn more. I might even tie the three posts together into a light little design document and toss it

The relationship between society and game design

 This is a post i posted on reddit, which i thought was interesting enough to also include in my blog. The short version of the story is that i asked for some advice about landing a freelance gig and people in the replies began saying that i was not a game designer, because i obviously was an amateur and hadn't made any games yet. This is the follow-up post to that one. _____________________________________________________________________________________ Hello again people! My name is Lars and you might remember me from my post about freelance game design work. If not, that's cool as well. The response to my post has been thunderous and a mixed bag, full of helpful peeps who sacrificed time off their day to give advice to some rando and not-so-helpful peeps who were very eager to patronize me. I write this post because, as a game designer, i have an incredible love for game design, and in extension, game designers. There are some attitudes that are not very constructive floatin

[CONCEPT] for a league of legends gamemode

 Back at it again with league! I swear league doesn't occupy as much of my brainspace as this blog makes it seem, im just tossing a few designs in here because im working on other stuff. I started playing league by watching SIV HD's (and sp4zie's but SIV was the one i watched the most) videos and the #1 thing promoted in his videos were non-standard ways to play the game of league. League for me was so full of experimentation back then, partly because i was a little kid and partly because the game hadn't matured as much as it has now. I know "retvrn"ing to league is a really common thing to say ever since 2016 ironically because 2016 was ages ago and now it's 2023 but damn it im an adult now and i get to design the league of my dreams. The gamemode is called Volatile Adversity. The idea is that, in a 5v5 map, close to summoner's rift but i want it to be adapted for the gamemode, players get to play a game of league with randomized builds. Items at the