No Time To Play

Weekly Links #143

by on Oct.23, 2016, under News

Hello, and welcome to an eventful week, if you’ll pardon the pun. The PROCJAM unconference took place just before the weekend. Released on the same occasion, the first issue of their newsletter pack a hundred full-color pages of little treasures for anyone interested in procedural generation. Stay tuned for the upcoming game jam of the same name. In the mean time, as Slashdot reminds, the 22nd edition of the IFComp still has three weeks to go. Take a look!

In the way of game design advice, Rock, Paper, Shotgun has a write-up about choice in RPGs, and the gist of it is: let the player feel like they’re making an impact on the game world, even if it’s often an illusion. Give them at least a bit of agency. And elsewhere there’s a long, thoughtful essay about what made Ultima VI great. And while the bit about mapping games by hand is iffy, I actually considered using a flood fill algorithm for visibility in my roguelikes. It just never occurred to me that it simulates environmental awareness better than line-of-sight, simply because we also use memory.

Which reminds me that monitors have their color generation adjusted to match the sensitivity curve of the human eye, the Vorbis audio codec compresses sound based on how people hear, and some features of POV-Ray drop any pretense of physical simulation in favor of sort-of reproducing things we can see in the real world…

I’ll end with Hardcore Gaming 101’s retrospective of Phantasmagoria, and — fresh off the press — my own article in TeleRead about interactive fiction as a media tie-in. Enjoy, and see you next time.

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