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Weekly Links #252

13 January 2019 — No Time To Play

Hello, everyone! As gaming news worthy of attention are fashionably late this week, I took the time to write an article about alternate uses for gamedev tools. It concludes my year-long exploration of this particular topic, at least for now. Not that I'll stop working on my own tools, or finding cool new uses for them. The focus will simply be on other things. And hey, that's a good season finale, that foreshadows the next one like it's supposed to.

In the way of news, on Wednesday, PCGamer posts a fascinating insight into how the Infinity Engine was made. And on Thursday we have a couple of game development blog posts worth mentioning:

  • First, a look at the virtual city of Rubacava. For those who can't place it instantly, that's from Grim Fandango, one of the most famous graphical adventures ever made. Not much to say there, Konstantinos Dimopoulos knocks it out of the park as usual. I'll just add that cities are dear to my heart, most of my own fiction (less so my games) taking place in one, and even though I only know Rubacava from the game's novelization, it's still a special place.
  • Then, musings on designing the user interface of a sci-fi business simulator. Note how many examples they took inspiration from, some fictional, others very much real. If only designers of practical software did the same, because Prosperous Universe sounds like a game to watch closely.

Last but not least, Anatoly Shashkin points out that a history of Ocean Software from a few years ago was just released for free on the Internet Archive. Unfortunately all the download options are gigantic. Can't tell you much about files I can't actually open on my computer. But if you have a beefier machine, knowing how 8-bit pioneers did their great work is probably worth the trouble.

Enjoy, and see you next week.

Tags: news, tools, rpg

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Weekly Links #251

06 January 2019 — No Time To Play

Hello, everyone! As of this writing, No Time To Play has been around for ten years (and a half), and the newsletter for five. Join me as we embark on a new five-year mission to explore strange new ways of using interactivity in art. And look, people already have things to say about it!

Too bad news are thin on the ground, which makes sense given the date. Guess I've been spoiled by previous years. Oh, there are the usual retrospectives, predictions... and scandals. Not so much things worth mentioning. The industry sounds more and more like a broken record, and I don't see the situation improving, on the contrary. Only the indie scene is more vibrant than ever, with Itch.io seeing a surge of new release announcements as of January 1st. While GameJolt, on their part, has stopped sending me updates, even as they made noticeable updates to the site and I got mentioned in a forum thread! (Watch video #3, right after the 13-minute mark.) That's not the only breakage I see, either. Bleh.

In the way of extended news, this issue we have: a game jam in honor of the public domain and a retrospective of real-time, first-person dungeon crawlers; details after the cut.

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Tags: meta, news, game-jam, retro, rpg

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