No Time To Play

Archive for August, 2017

Weekly Links #184

by on Aug.20, 2017, under News, Opinion

You’d think vacation season is on the way out in the northern hemisphere, but my newsfeeds are still suffering from a dearth of interesting gamedev news. Admittedly there have been at least a couple of major conventions recently, including the WorldCon; this could be a factor.

To start with interactive fiction, you can still vote in the Introcomp 2017, and the Elm Narrative Engine has a new version out, that promises to bring rule-based storytelling to a whole variety of game genres, if those beautiful demos are anything to go by. In related news, here’s an article about Alexis Kennedy’s life and inspirations.

Next we have an article about the most historical games on PC, and another on what fantasy can learn from history. (It’s telling how both of them praise Crusader Kings 2.) What can I say? It would be easy to blame the theme park “Middle Ages” so common in fantasy fiction on the Americanization of world culture, but remember Tolkien’s utopian, impossibly idealized Shire. This is nothing new. And The Witcher, for all it’s solidly rooted in a specific legendary — that of Medieval Poland — has been roundly criticized for indulging in many of the same cliches as more generic fantasy.

Me, I’d settle for more fantasy stories acknowledging the fact that a sword was goddamn expensive, hence a medieval fighter was a lot more likely to use an axe, or even just a club. The former not only uses much less metal, but can also double as a versatile tool (if suitably designed). And most fighters back then were in fact peasants 80% of the time if not more.

But this could be a much longer discussion. I’ll end with an intriguing find: a game programming tutorial that teaches how to implement a Tetris clone in Lua and ncurses in the form of a literate source code file. Well done!

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Weekly Links #183

by on Aug.13, 2017, under News

Hello, everyone! This week, issue #18 of The Spectrum Show Magazine is finally out, with my coverage of a game jam from two months ago. It may seem glacially slow at the pace of the Internet, but it’s the price we pay for a taste of the old days. More timely, Emily Short covers the Introcomp 2017, a still ongoing event as of this writing. And still in the way of events, the XYZZY Awards may have been late and without a ceremony this year, but they were still live-tweeted, and David Welbourn collected it all.

Next, in the way of tabletop RPGs (always an important source of inspiration and game design experience, if nothing else), we have an article about The Call of Cthulhu as historical fiction, and another about the balance between character death and character creation.

Last but not least, going back to adventure games, there’s a brief interview with Brian Moriarty

And that’s it for this week, because I’m tired, not in the mood and with relatively few links due to a busy schedule in the weekend again. See you.

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Weekly Links #182

by on Aug.06, 2017, under Gamedev, News

Hello, everyone. Having been away for a couple of days, I was left with few links for the week. It’s for the best, then, to announce a surprise project:

Yep, it’s a desktop port of Escape From Cnossus, an exercise in figuring out just how much to update now that all those 8-bit limitations are entirely gone. Not going to say much more right now; hopefully next week.

In other news, it’s game jam season (not that it ever ends anymore). Ludum Dare 39 took place last weekend, and while I didn’t follow, this rogue-lite for the Pico-8 is surprisingly good. But one a year is plenty enough for me.

Last but not least, Emily Short reviews Chris Crawford’s latest book — always an interesting discussion — and Konstatinos Dimopoulos continues his series of articles on medieval cities, with many lessons to take home. But the gist is: keep in mind that cities are alive, born out of the needs and dreams and day-to-day existence of people who use them for a home, temporary refuge or simply a pit stop. Treat them as the result of ongoing social processes at work, not as static artifacts born whole, and you’ll do fine.

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