What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways:
- Register on the forums. This is where we organize events and pick games.
- Reach us by email at vgcommune *A*T* gmail *D*O*T* com.
(Close)
Axiom Verge's areas are all unique; some are horizontal, others are vertical; some are dense, others are linear. Each one has distinct paths. How are Axiom Verge's paths laid out, and what gives them character?
Before, we've talked about backtracking in Demon's Crest, dungeon design in Terranigma, and maze design in Realms of the Haunting. These are all key aspects of map design, especially in the Metroid tradition.
Before, we've talked about backtracking in Demon's Crest, dungeon design in Terranigma, and maze design in Realms of the Haunting. These are all key aspects of map design, especially in the Metroid tradition.
With stunning insight provided by:
Tags:
environment
comments powered by Disqus