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Man, remember Curiosity? It was the zenith of Peter Molyneux’s meteoric rise to self-parody, a glorious final chapter to a book that did nothing but tell you how awesome the previous chapters were supposed to be. 485 more words

Video Games

Advancement Systems In RPG Design

I recently had a fun conversation with a friend of mine who is designing a tabletop RPG about what kind of advancement system to use for his game. 2,216 more words

DandD

Unity Project - Hotel Greybox and more

So the past week I have created the base mesh and rough props for our hotel portion. It has a glass dome and will have one room be accessible. 61 more words

Intro To Game Technology

Theory: Have Bad Guys

A quick lesson I picked up at GDC last year, recorded here lest I forget: if you have two sides in your game, cast one of them as evil, nefarious, mischievous, or otherwise “bad.” Lots of people are entertained by getting to play the bad side. 19 more words

Game Design Theory

Self-counters

Inspired by Overwatch again, but also relevant to other games: it’s not usually good when the best way to deal with a specific hero (unit, card, etc.) is to just use that hero yourself. 696 more words

Game Design

Spelltweet: Small Adjustment

Small Adjustment (bard 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1) 82 more words

Pathfinder Development