Daniel Renkel
Daniel 'sirleto' Renkel is a true indie game developer (at heart ;) and a part time simulation engineer (space- & aircrafts). He's studied computer science at the university of Darmstadt, Germany and has a background of 8 years as game developer (assistant projectmanager, game designer, associate producer and technical artist). He worked on a whole number of PC and console games including the Aquanox series. Visit ludocrazy.com for more information about this current android mobile phone games.
Website: http://www.ludocrazy.com/
By Daniel Renkel on October 4, 2011
Bugfixing is done, some more polish was given and here it is:
Excit for Android – full 91 Levels of addictive puzzle flow.
If you haven’t yet played the demo, go try it out: Excit for Android – Demo.
(click the above links to directly download the game from the Android Market site )
I’m playing 14 levels, mixed from easy to amazingly hard
Thanks go [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on September 15, 2011
While Silent Totems is still on summer vacation, I worked hard on bringing the Excit-Experience to the Android. Now that the game is nearly done – only one menu is missing and of course bugfixes – i released the Excit for Android – Demo.
I would like everyone with an Android phone arround to download the demo from android market and give it [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on August 30, 2011
I’m a bit in a hurry, so this post will end up not grammer checked and won’t even show a pretty picture.
Last thursday i received a Patent Infringement Claim from the Texas based company Lodsys LLC. Via mail (not email) they did send me a multi page cover letter + abstracts of 4 of their patents. [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on May 15, 2011
Back in march I was hoping to have the ALPHA demo done in mid of april, but as usually everything slips if you can’t work more on your games than 24hours a week. So now its mid of may and it’s done. The schedule I made 7 weeks ago has been reached, all major features [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on May 10, 2011
In parts 1,2, 3 of this developer diary I explained the building-blocks of our newest game. Part 4 was about how the parts should come together in our sandbox game, by giving collectable cards as rewards to the player.
(Part 5 was an intermezzo i had to write to blow of some steam about performance issues).
Today i [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on May 3, 2011
While trying to get a game done, bad luck always tricks with you.
So this time my intentions to implement everything needed into the game,
to fulfill my “featuritis” (actually a nice german word creation, for feature creep), has gone to a screetching halt: Everything has gone to slow.
Today: Developer Blues.
Quite intentionally I do not develop on a fast [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on April 26, 2011
After explaining the build-blocks of Silent Totems in my last three Tuesday-Developer-Diary Entries (part 1, part 2,part 3), its now time to show how all comes together.
Initially the game was planned to be about the game world, its strangeness, and a little classic-adventure-like unfolding story. This would have included setting up puzzles in a linear order [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on April 19, 2011
Probably what one should call the main gameplay of Silent Totems will be the gathering of totem parts. The game design intention is to have a clear goal driven gameplay available.
With the game having many sidetracked puzzle ideas, which sometimes are selvserving or fulfill extra tasks, there is also the need for a central task [...]
Posted in Game Design Scrapbook
|
By Daniel Renkel on April 15, 2011
Nearly 4 years ago i wrote about the great flash based Desktop Tower Defense game.
Over one year i have been playing another great Tower Defense game, this time on PS3: Comet Crash.
But something else first: Nearly one year i had to see the prove for TTP (time to penis) here on Game Design Reviews. So now i [...]
Posted in Game Design Reviews
|
By Daniel Renkel on April 12, 2011
Encouraged so many times by Krystian, I’m once again trying to establish a “once a week” post of mine. So this is the second part of a (more or less) flavour + ideas + game design describing developer diary, which I am writing on my upcoming Android game “Silent Totems”.
Currently I see it more fit [...]
Posted in Game Design Scrapbook
|