Ideas for Nightfall: Gameplay and misc.

Following from the previous entry. Microcosm, macrocosm Many games have a broad structure linking 'rooms' or 'stages' at one level, and the individual rooms / stages at another level. This often takes on a geographical meaning, where you select, say, a region on the map and then you complete the challenges associated with that area. … Continue reading Ideas for Nightfall: Gameplay and misc.

Ideas for Nightfall: Style, mood etc.

Following from the previous entry: Language that obfuscates and intrigues Deus Ex: Human Revolution (DX:HR) has a foreboding organisation with a foreboding name: Belltower Associates. I love this name, although I can't tell why I like it so much, and I've no idea if it's just me. Anyway, there is a basis set of entangled … Continue reading Ideas for Nightfall: Style, mood etc.

A survey of Nightfall, around the Web

Thankfully, I'm not the only coder who has been suffering a case of terminal nostalgia for Spybotics: The Nightfall Incident. Those wonderful other people, though, are somewhat scattered around the search results; I think it'd be useful to consolidate them together here, for anyone who is interested. What follows is a summary of the Nightfall Incident … Continue reading A survey of Nightfall, around the Web