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Weekly Links #263

31 March 2019 — No Time To Play

Hello, everyone! I made considerable progress with the game for the past week.

(Screenshot of a computerized gamebook presenting a combat encounter.)

Among many small changes, the game flow is considerably improved in places, combat now works, and generally most rules are implemented. In fact, only potions are left to add. And of course lots and lots of content, though I've started working on that, too. Only the endgame still needs more thinking. It would be nice to have more than a simple cutscene. Not sure what though.

No less important is the article I wrote about this iteration of the game design, which reopens an avenue of research I thought abandoned. And then there are various refinements and additions that will go into the second edition of Battles&Balances, the magic system in particular.

In the way of news, we have business shenanigans in the game industry, a discussion of colonialism in games, and the Spring Game Jam organized by Open Game Art. Details below the cut.

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Tags: rpg, game design, business, representation, game-jam

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Weekly Links #262: combating extremism edition

24 March 2019 — No Time To Play

Hello, everyone! After getting last week's project out of my system, the announced follow-up fizzled out. Instead, another old idea returned with a vengeance. And this time it's coming together amazingly well:

(Screenshot of a digital gamebook presenting an encounter with three choices.)

It's just the latest incarnation of encounter-based game design, a notion I came up with almost two years ago and tried repeatedly to implement, with mixed success. Of course, two years ago I didn't have a suitable RPG rule system, or a good backstory (the high-concept one I was clinging to simply refused to come alive). Now I have all the ingredients, and can't believe how well it's shaping up.

And yes, that's SugarCube 2, though this time I'm using Tweego, not Twine.

In the way of news, this week we have some discussions on why and how to keep extremists out of gaming communities while fostering better representation. On a different note, there's a fascinating case study on procedural generation, and a reminder that No Time To Play needs your help. See below the cut.

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Tags: procedural-generation, representation, rpg, interactive-fiction

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Weekly Links #253

20 January 2019 — No Time To Play

Hello, everyone. This week I can't think of anything to write an editorial about. Might as well talk about plans instead. And those don't involve any new games until summer, unless something happens along the way. Plenty of other things to do for a while:

  • redo the user interface of ASCII Mapper and release version 2.0;
  • port Electric Rogue to Python and Pygame, not so much for its own sake but to make the NoTime engine reusable as promised so long ago;
  • make a couple more tech demos based on it;
  • maybe take another shot at Deep Down in Darkness, now that I know what was wrong the first time around;
  • maybe tinker some more with Adventure Prompt and/or Ramus 2; their respective websites in particular need work.

Plenty to pick and choose from, then. It remains to be seen how much I'll actually get done.

In the way of extended news, this week we have an interview with Mike Cook about his creation Angelina, another with three leaders of GOG.com about the way they got to where they are now, and a write-up about the way game jams contribute to queer representation. Details after the cut.

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Tags: game-jam, representation, retrogaming, publishing, interview, game-design, AI

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