Wednesday 17 December 2014

Norgwang Games

This is about some of the games in my norgwang collection found here: http://gamejolt.com/games/arcade/norgwang-games/36471/

City 4:

This game was partly based on my desire to escape into the background of a section in Mass Effect, and to wander around a sci fi city. I was also influenced to make another Tandoor game, Tandoor was inspired by Borderlands and my want to escape into the open, like in Mass Effect, but into the surrounding desert. This game doesn't really depict a city more than a wasteland though, buildings are small rectangles scattered around randomly and there aren't any streets or alleys like you would expect with the word 'city'. It's a desert wasteland game like Tandoor, but a bit more shiny future looking. You can walk around, go into buildings, or take a hover car and speed around the desert. I also think the pseudo 3D half sky/half ground/top down style is coming about in my work because I actually want to make a 3D free-roam game, but I haven't learnt to. Otherwise, Hernhand is the closest I've come to doing that.

I really like Grand Theft Auto. I remember being really excited to play GTA III when I was a lot younger, and only having little access to the game made it really fun to play when I got the chance. It felt really big, I hadn't gotten to explore much, I really appreciated being in the world when I could be. I still find the thought of having a game where you can just go and steal a car and drive around anywhere with the radio on, very exciting. But now I have played GTA a lot, I know it too well, and I get a lot more out of thinking of these early memories than playing the game. But I still spend time in GTA 5, even just walking down a street is satisfying, it's a very well done game, full of sounds and atmosphere. City 4 is probably more based on my interest of wanting a sci fi GTA with flying cars and tall buildings. My Taxi game in my 'Some games' collection was also based on the same idea.

Gregory:

Gregory was mostly inspired by Paul Moose in Space World by the catamites and Beeswing by Jack King-Spooner. I was interested in making a game that was just about everyday, casual life, being at someone else's house that appears different and kind of strange at first. I began enjoying drawing small household objects like cups, chairs, candle holder things and weird collectable action figures. I had read on the online internet that Earth spins more than 1,000 miles per hour, and I began looking at objects on the table with this in mind and thinking "great heavens, would you look at that". So that has partly lead to me appreciating seemingly boring waiting moments, because it isn't actually boring at all, and that also inspired making objects that sit on the table like coffee pots and things for a game called Gregory. Oh, Gregory was also inspired by first person walking parts in the Neverhood, like with the motion picture parts when you walk out the door with the low quality wind sounds playing.

Horse Pastry 2:

I was playing a game called Lander, and I was dropped onto a planet in my Lander space-craft and it was raining and stormy, and I had to find an entrance to a mining facility or something to collect some kind of alien amulet and then climb to 1000 feet to win the level. Lander was based on another game called Thrust, but it was 3D and newer. and a good game. So I wanted to make a game inspired by Lander, being dropped into a level and having to get something. But I was less interested in the gameplay aspect and more into finding/editing music for the games soundtrack, and creating an atmosphere based on the one I liked in Lander. I wanted it to sort of feel like you weren't very important playing as this Horse Pastry (called Lanore France Woodhorn in-fact), or that there was a story going on else where. I wanted there to be small narrative elements, such as characters who were imprisoned by others, characters neither good or bad, neutral characters, I sort of wanted the 'enemies' to be a blur of not really bad or good, who knows who's who. This idea was inspired by Sandard Bits (stdbits) by Mark Johns, I really like that game and how other characters are either helpful, neutral or enemies. And I like the abstraction created by the presentation in general, how it feels like a different world and that you are left to find out what things do. I was also interested in first levels of games. For example I enjoy the first level of Hotline Miami a bit more than the more complicated difficult ones, I like how there are less enemies in the beginning and the focus is drawn more to the set pieces and narrative. Hose Pastry also reminds me a bit of kid's TV shows in some levels, which I like a lot.

Space1:

Ok this was based on what I like about a yoyogames game I downloaded once which had space-ships which, instead of turning slowly, they would flip around instantly like they aren't made of any substantial material. They just flip 90 degrees to turn. I find that interesting though, what is this magical technology? How are these spaceships capable of such incredible manoeuvres? I can really appreciate this very simplistic technical design. I sort of couldn't be bothered making more to Space1 as I had achieved what I wanted; making ships flip by 90 degree angles.

Plains:

Another game similar to City 4 and Tandoor. I like deserts. Inspired by camping and looking at stars.

Planet 2:

A slow mission to another planet with lots of crackly radio transmissions. At first I added lots of free sound effects, one was a man saying 'oh yeah' another was 'hello dare'. But I decided to remove these sounds because I thought it was too silly. You originally got to fight a monster inspired by the Neverhood monster chase, and there was a very graphic death scene, but I decided to remove this for the final product.

Thanks for reading!




Wednesday 19 November 2014

borderlands

I like borderlands. I think I already wrote about it before, but I've played it again now. I really like the atmosphere of Borderlands. I like how it's set in the desert. It's dusty and warm, feels warn down and still. Bandits are everywhere, I'm a hero of sorts going in and killing them all, but then they always come back. Maybe my character is fantasising? All the areas in the game are very still, you kill an enemy, it will be back after you leave and return to that area. It feels like nothing is changing. I'm not very familiar with Role Playing Games apart from this game, maybe they all feel like this. I'm this hero doing things yet nothing is changing, I'm a character constantly doing the same thing over and over. Maybe when I get to the next area and kill the bandit leader, all the bandits will disappear? No, not even the ones in the first area. They're all still there. When I was first playing this, I found it frustrating that nothing changed. I felt like something might happen just after I kill the next boss, but it was always the same. I find that interesting now, it feels realistic, although I seem to enjoy thinking of Borderlands more than playing it. not a bad thing? What you're doing in the game is basically a distraction from just being in the world, because you can't change anything. something did imply to me that activity was going on beyond the levels I inhabited in the game. it was to do with the different weapon manufacturer names, which I like a lot. It feels like there's competition between the manufacturers, creating the illusion that there are people doing things elsewhere. I think this feeling is what motivated me to keep going through the game, hopefully to find some kind of climax where all the bandits would finally disappear. But you always have to face the same problems, every enemy is always back, and they do get easier to get through as you level up. It's a still, repetitive world, the same problems are always present but get easier to deal with. so it isn't that much fun to play, but I somehow find it comforting to remember the game.

Anyway, that's what I like about the game. The sequel looks a lot flashier and seems to have lost what I appreciate about the first game. Looks like it's more fun to play though.

Tuesday 7 October 2014

a question, assisted by an answer

what is a horse pastry? a canister with a long extruding coming out the front, a horse head ontop too. they can come in various arrangements

here is a common one:
Now, we can determine it's motive by calling it's name. The name is usually printed on the bottom, but sometimes different arrangements provide the name in another location.

Friday 26 September 2014

trying to write about Hernhand

with hernhand I was mostly interested in sound and space. I was inspired by spaces in oldish 3D sci fi games and sort of wanted to have similar places but where you didn't need to shoot the enemies or find gregory's old phone and return it to him etc, and instead you could just stroll through and listen to the various ambient sounds. I like the bad loose look of hernhand. I was very slack with it, throwing a few cubes around with ms paint images on them. it makes everything feel dirty and unappealing which I can thoroughly enjoy and appreciate. I enjoy the blurry texturing and very angular models in dated 3D graphics, so luckily that wasn't hard to create for the Hernhand. Also, Jpeg files added noise to the MS paint images I made for textures, it's like free HD detail on my simple drawings. I was interested in using a variety of sound effects and ambient hums to make up for the simple/rough look of the game. I'm happy with how the game has turned out, I can enjoy walking through it myself which seems like a good sign.

While starting out making the game I had been watching gameplay videos of Star Wars: Bounty hunter and The Neverhood, their sounds and spaces were a strong influence. star wars bounty hunter has cool levels with nice sounds and little creatures running around, but it's constantly disturbed by endless noisy laser firing. Although I do love laser firing, I think the laser firing in that game is a god help me awful design decision, especially against the really good environments. anyway it was still a strong influence for space and ambience + little creatures on the ground. The Neverhood has really nice sound design too. I really like the spooky ambience during the outside scenes, they influenced the open plain areas and ambience in hernhand. Also the ridiculously long background story of the Neverhood really appeals to me, I wouldn't mind writing some ridiculous nonsensical context for hernhand, maybe like an encyclopedia. Anyway, these games and a few other sci fi games were the main influences for Hernhand's sound and graphics and I'm pretty happy with how it turned out.

Tom's Bernband was definitely another influence. I really like the style, quite strong in the style department I reckon. when I first saw a video of his game, when he turned the camera to reveal the 3Dness of his game it just looked so good. I also think the sound in his game compliments the visuals really well, everything feels solid. It feels like it's made of stuff. Hopefully hernhand feels like it's made of stuff too. Hernhand is much more of a 'walk this way for ages' genre while Bernband has a lot of corners and turning and small tight spaces. Bernband is quick to race through, you can take different routes and be real quick. I can appreciate the run around the game real quick style, but I also love long boring wastelands to walk through. So I guess the games work well together, maybe?

anyway check out Hernhand and Bernband, give them a rate comment subscribe and click the like button and comment + subscribe

links: Hern http://gamejolt.com/games/adventure/hernhand/34868/

Bern http://gamejolt.com/games/other/bernband/34864/

Tuesday 23 September 2014

blurry trctyures

Blurry textures are so exciting imo, I mean they just get me so excited. it's like the texture is keeping top secret information from me. somehow They is more realistic than HD texture. I mean I can tell that this is blurry texture is wood... hey no need to go all HD on me I can work the rest out myself. I was pretty astonished to be able to use ms paint textures in a 3 dimensional game of my own, my was it exciting or what. Imagine if we lived in a world where blurry textures required more computer power over HD textures... So we'd all be fighting for who can get the most blurry texture, and you'd need the latest computer to be able to process all that untold information hiding in the wood, the concrete, the space_technology textures. And then when you're driving in vice city, everyone would be complaining about the ugly HD fully realised textures coming into view before eventually, phew, popping into the blurryness we're all after.

Wednesday 17 September 2014

sanctuary2 platformer

I made this platformer a few months ago called sanctuary 2 which was once again inspired by young developer's first game maker creations, and a few of mine as well. My first few games I made were platformers, they were very dull, not much happened and they were glitchy and did strange things. Because of the looseness in their programming and design random things would occur in the game such as enemies falling off platforms to their death and space ships touching one another and exploding. When I look back at these games now I really appreciate the naivety in their design and the randomness that happened each time you played. With sanctuary 2 it's another of my attempts in trying to capture at least a bit of these elements I like about beginner game maker games.

One of my early platformers was Super Army Dude, it was a very slow and boring game. You would spend most of the time walking across these huge empty levels with a few buildings scattered around, and you played as this Super Army Dude and would shoot aliens. There were a few kinds of enemies like glitchy green humanoid alien people, flying saucers and groups of mud people that would throw mud at you. All the enemies would get stuck in the ground or in a building before long, and if a flying saucer exploded near the aliens it would throw them dead aliens across the level and they'd be airborn while still in lying down position. This would happen mostly off-screen and would completely ruin the enemy set-ups I had made, so by the time you'd reach a group of enemies they'd probably have their heads stuck in the ceiling or be walking mid-air and the ufos would be getting stuck and exploding. This is what made the game interesting though, it felt a bit like other things were going on and it wasn't really about the player at all.

One thing I've tried to do with sanctuary 2 is to make kind of a 'better' version of super army dude, but because the good thing about super army dude was in the terribleness and basicness of it's design I haven't quite got the same effect. it seems to be hard to try and goodify that badness without just making a bad game. But this is another of my attempts and I am quite happy with how it's turned out, it's not too bad but it's not too good either. Check it out!!!!!!!

Gameplay video: https://www.youtube.com/watch?v=EJSVWNwQD4Q&list=UUdHYgVqhh1ioQ7E1yWhn9IQ

You can download sanctuary 2 from Gamejolt: http://gamejolt.com/games/action/sanctuary2/29084/

Thursday 7 August 2014

dr candle

so I made this point and click adventure called dr. candle, I really enjoyed writing the notes left by the scientists. that was the best part. I added the combination lock part because i thought you have to put that in the games, but I don't like it. i've been playing a lot of thecatamites game recently and felt like I had permission to make some bad not much happening style games in a similar manner to 50 short games, not that they'er bad but you know like effortless and not carey appearing. unfortunately I lost interest in the early stages of development with Dr. Candle, and the game doesn't progress any further once you get to the room at the other side of the spikes in the Outside Level with the nature's sounds. The long text box thing was inspired by yoyogames games from the 'Most Recent' category, Most Recent is like a game maker game genre. There was this one game, Fright House. or, woops, Fear House, and it had theis introduction with default game maker text boxes with the really small default game maker font, and they look really ugly and you don't want to read them. Enjoy playing Dr Candle.

http://gamejolt.com/games/adventure/dr-candle/31577/


Monday 21 July 2014

FP Diamond Finder



Based on 'Aline Connection', the 'First Person Diamond Finder' puts players in a new scenario, fully rendered 3D environments happy / churpy or reluctant excess wildlife. Known to have a foot sound glitch in caves described "sounds like older duck or a duckling", which has already been noted in Aline Connection but may have become an focus. It proved players disappointed with the series but discovers new people, a new beginning perhaps? Take hand and seek the Diamonds. "My name is Phillip Finder and I am your alongside" the iconic quote has begun the series off on previous occasions, Diamond Finder takes a new perspective from the beginning allowing player to respond out of multiple answer boxes e.g. "Yes" / "Ok" to adjust narrative outcome, players can realise the story on themselves and from the start will have a different in-hand alongside their avatar as a Diamond Guide. Diamond Interns will now have interactive Artificial Intelligence and will no longer follow a drawn path but will "walk around and unpredictable outcomes", as described by the author. Diamond Finder will give players a new look at flushed out 3D Environment and Sound Effects to realise the potentioal of the Computer Medium.

Sunday 18 May 2014

Death of the Augnob



A strange adventure involving eye socks, wiggly worm creatures, mushrooms, green liquid and some other things.

So I started out making the scene with the church building and the bridge, I thought it might just be all set in this area. The rest of the game world was built out from there. Although I really liked making it, it started to make me feel a bit sick. It was like making nuign specter, it was like a bad dream. I think I'm happy with the game now though.

The game draws inspiration mainly from The Neverhood and Jacob Buczynski's games. It also ended up reminding me of Space Funeral when I added the weird creatures moving around the levels. I wanted the game to appear to have more depth than what the player might expect, because it looks pretty ugly and bad. I put a bit of thought into the world and tried to keep a few things consistent. Some of the detail and mini narrative ideas were inspired by Hotline Miami. The sound of the world plays a big part of the game too, like with most of my games. Angus Mckie's science fiction illustrations were an influence on some of the visuals, like the mushrooms and yellow and red balloon things, they pretty much directly reference some of his work.

Thanks for reading!!!!!!!! Have a good one!

Download: http://gamejolt.com/games/adventure/death-of-the-augnob/26524/

Monday 21 April 2014

Space Pirate Dernshous

Dernshous was basically what I liked from Escape Velocity, which was seeing little spaceships flying around and shooting and docking at space stations, and the idea of going aboard other ships. So that's pretty much what Dernshous is, but I feel like it's still too much of a conventional game that it doesn't work how I'd like. I think I would've preferred it narrowed down more with a stronger focus rather than being half a normal space game. Dernshous was almost meant to be a much smaller version of Slumos, my other space flying game, but it got out of hand as well. I included an old version of the game because now I feel like it didn't need to be expanded on from that version, the new version just looks and sounds better.

Still trying to figure out what it is I want to do with this idea. I'm not really interested in making a big game that stands on it's own, maybe a bunch of small games that accompany eachother. Well I guess this is two games working together; flying around, then walking around on ships. But still, there's a lot stuff going on mechanics-wise. Rather than pouring my hours into the mechanics and the game working on it's own, I like the idea of making simple representations of these things happening, sort of like how you see background activity that isn't 'real' in some games, [thinking of Halo Reach background battles] they're only dummies to give the impression of things going on. I like the idea of a game that is basically a bunch of those moments. if you watch a video of say, Escape Velocity, you could pick out any few seconds of a space battle and write hundreds of words on the decisions being made/ could be being made by those little space-ships, like why that one is fighting and why that one is now warping away. and then how those small things have an effect on the rest of the entire game. But while you're playing the game you don't really care as much, you just want to get that ca$h over there to make the numbers climb. So much is going on in a game like this that, especially if you're the one playing, you tend to glance over most of it. I guess it's noticed mostly on a sub-conscious level that makes the game feel good, sort of like what Vlambeer talks about. Each moment is a story in itself. I like the idea of taking one of these moments and making that into a very small game itself, and making a bunch of these games that work together.

download the game: http://gamejolt.com/games/action/space-pirate-dernshous/25460/

Wednesday 26 March 2014

Charge run and gun stampede game



This game was one of many results of my obsession with things exploding and lots of shooting and loud sounds. I wanted to basically make my own version of this game skirmish* without such focus on the military theme, I wanted my game to be a bit more surreal sci-fi and less easily relatable to real-world events. I've come across a few games like skirmish on yoyogames in-which you play as one seemingly insignificant character amongst other identical ones travelling across the level. These games have been an influence on me and I think pushed me toward basing some of my games around this idea. Charge doesn't really require skill, it's mostly based on random events but the player does still have a more powerful effect than the NPCs and needs to participate to get further across the level.

When I was deciding on the soundtrack, I thought about going for a song that makes you feel bad for what you're doing, similar to the go-to-car sequences in hotline miami, but I felt like making it less obvious. I think the music I chose by Jack King-Spooner still has some potential for this effect but is a lot more crazy and fast and doesn't give you time to think. It also gives the game a lot more energy.

A sequence I felt would be interesting to add was the quick glimpse into the factory pumping the dudes through the portal after you start the game. For this I was inspired by the 'train ride' within the citadel in half-life 2, I thought it added a lot to the experience just seeing a short glimpse of the inner workings of the combine. I'd like to maybe make a game based entirely on this type of sequence one time.

Another thing I definitely wanted to do with this game was to keep debri and bodies from disappearing, I wanted everything to stay and build up along the landscape to create a level of persistence. I don't think this has any lag effects until maybe 20 minutes or so into the game.

Charge isn't fun to play for long but I got a good kick out of making it.

Download charge: http://gamejolt.com/games/action/charge/24329/


*http://sandbox.yoyogames.com/games/44024-skirmish-v11 a much more enjoyable game to play than mine. my game only has 1 level, Skirmish has load-outs and a number of different levels and difficulties.

Wednesday 26 February 2014

Death of the Augnog Mollusk

How to glitch lie down Beach Level:



This level is hard to access but if you get the Omega wand you can talk to the lamb which will spawn standing outside the blank building opposite the milk bar. This will take you to the Beach Level, but you don't automatically lie down. You must find the tiled bathroom which has the bird circling over it (shown above). Inside it will have a towel which you need to 'kick' outside. This can take up to 2 hours as you need to get in the right angle to kick the towel. Once it's outside, if you can line it up exactly where I did above, your character should glitch into lie-down mode with the arm touching the head of the character. Make sure you go inside the grey building every now and then so your local star radiation levels stay low. If you stay long enough, after about 8 hours the level will instantly switch to night time, and at night time predators come out so you'd better head back to town when that happens. (In this area the same bird ambient sound repeats regularly which can get really annoying, I turned off the sound in my game.)

(Extra) Getting around the enemy on level Awkward Awakening:

So to do this you have to bring your HP down to 20% which you can use the knife you earned last level to do (this causes the wild-life in the first section to react differently other than be still) (the knife can take down up to 200% health). Next just walk right on through the forest and when you come to the tallest tree you have to sleep at this point for 9 hours which will make the tall tree much taller. Sleeping will give your health up another 50% so you'll need to get it back down to 20%, you can do this by finding and running into a Grognog which will always smell you before attacking, it's breath won't smell to bad for your character (no poisonous Augnog count) but it's attack will bring your health down to 20%. It's smell will pass on to it's fellow Grognog which can be bad. Be quick before it kills you. Once you've taken enough damage run back to the tall tree, if the texture hasn't popped in yet you can usually grant a wish at that location. If you can I'd recommend wishing for a rainbow knife, which can upgrades your defence by 24.0002%. The enemy should be waiting behind the stone which is behind the tall tree. Now you can ask an animal to help you. Hit the tall tree. The coconuts off the tall tree should reach terminal velocity which should make the enemy disappear is one hit on any of it's heads. Your low health will also make the enemy feel more confident which makes this process easier because it won't try as hard. Using the Noogos' head can usually hit the tall tree hard enough for multiple coconuts to fall. Be as quick as possible but if the enemy sinks I'd recommend climbing up a tree further from it rather than closer. 

Friday 21 February 2014

alone in the dark

what's scarier?

edit:

Alone in the dark newer version


This guy walking through green hallways what's th- AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 

HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHA

DOS version


THIS IS scary, you see this thing hovering around outside the window in the void and then it breaks through the glass and is then INSIDE THE ROOM WITH YOU. It's even hard to make out what it is because of the lack of shadows, it's soooo scary. And the player moves really slowly which makes it even more scary.

100/100

Thanks for reading!

PIK poom pish, pah pik poom pish. pik pikpikpik PISH, boom pik. poom pish

DFGHHHH

Monday 3 February 2014

Noodles and peas

- Noodles and peas

- Places

I like Spore creature stage looking at the moon and stars and thinking how one day i'll be able to go there

- Not actually going to the place but looking at it from a distance

- I really like making 'bad games'

- I like videos of video games

- I once had two fish named Milky and Ding Ding

- Sounds are interesting

Sunday 26 January 2014

My Favorite Feedback on my 'Some Games'

"I mean, could you do nothing in Old Man in the Desert but move a cluster of pixels around? Can all you do is walk until you glitch and fall out of the world? What about Wuste?? Am I supposed to be waiting for something to happen or is that all it does it show scribbles with a scrolling background? Not even the Taxi one I found to be anything less than a waste of time. In Space Cheese is all you can do watch a piece of animated cheese, with a scrolling background behind it that plays annoying sounds? It's a horrid pack of games, as far as I see, and gave me a headache. Until you can explain what this is and how I'm obviously not doing something right I'm leaving this with one star."

"WTF is this??!?"

"Sick games. Loved them"

I just played the games. Can someone explain to me why this game is "so great?"

Wednesday 15 January 2014

Game Idea Text File Titles in my Game Ideas Folder:

-A shoot em up with an opening sequence
-Animal
-Atmospheric shmup
-AUD STYLE ALIENS
-Do this
-Dumb shooting game
-Eat this and escape reality
-Normal game
-Retarded car driving free-roam
-Space game spinoza
-Roadtrip game
-MEGA LIST
-Not Hero
-Rabbit hunting
-Retarded flight simulator
-KWWL
-Hl2 atmostype
-Space SPLRIN
-Newslug Mors
-FUTURE TAXI GAME
-New Text Document (2)
-Sluggish Morss Views
-concept art (Folder)
-TITNAUIMANTM
-WATCH GHOST IN THE SHELL
-TAdream
-cat game idea
-battlefield jager idea
-doodle style
-collab - jack
-Assisting media
-Adskangla
-ASAKAE
-JKXTREME PLASMA
-CRAZY RANDOM FREEROAM
-Album Idea (Folder)

Friday 3 January 2014

Dernhald Reveng [Dernhald Revenge]



Dernhald Reveng is a game I made a while ago about a character getting his 'reveng' (revenge) on another character. This takes inspiration from some scenes in Star Wars such as the bar scene with the band playing. I love how every individual alien in those scenes is a different species. To me, those scenes are what make Star Wars an interesting universe. I'm not interested in the main story. I'm interested in the 'background' stories and things going on that give the places depth. So I think Dernhald Reveng comes from that. I like Dernhald Reveng, but it's target audience is probably non-existent.

Download it here: http://gamejolt.com/games/other/dernhald-reveng/18130/

Wednesday 1 January 2014

Desert Game 'Tandoor'




Tandoor is about a character travelling across a desert. With this game I was interested in the idea of a journey without an end. It's not about the destination, it's about the journey.

Download the game from Gamejolt: http://gamejolt.com/games/adventure/tandoor/20755/

This game started out being inspired by Borderlands. I wanted to make a game based on what I liked about Borderlands and what I thought it was going to be like, and where my imagination took me while playing it. Basically I wanted to see Rakk Hives walking around in the distance and skaggs doing more skagg things rather than just running towards you. I thought the game would be more like Fallout 3 or Half-Life 2. I thought after getting through the arid badlands I would have finally got to a big free-roam area across a giant salt lake or something. But that never happened in the game. So that's where the idea for this game came from although there is no point to anything and it's endless, it's turned out very different from the original idea. I would still like to make a game based on what I really wanted to see in Borderlands though.