As someone with a lot of hobby pen and paper RPG design experience:
How does one even design mechanics for a videogame that isn't an RPG?
As someone with a lot of hobby pen and paper RPG design experience:
How does one even design mechanics for a videogame that isn't an RPG?
Bob: "I want to write a scene that takes place in a grocery store"
Also Bob: "But that means I'd need to commission a grocery store background, which means money"
Also also Bob: "Do I think I'll write enough scenes in a grocery store that I should commission this background? Argh maybe I'll slot it in later if I decide I do, but then I'd have to rework everything that depends on this scene now..."
Can we just have infinite money to commission art please? 😬​
My #LinkedIn page: senior game designer with tons of experience creating non-combat quest content, crafting and housing systems in MMOs
Recruiters: you are desperately needed to make compelling combat and arena layouts on this single-player Dark Souls spiritual successor
🤔🙄
Another Wednesday means another indie dev log! This week I talk about the changes I’ve made and give advice to others on what not to do.
Hope you enjoy!
Go ahead, change your game | Dev Log
https://youtu.be/gfS8bIFmv7o
Sometimes, working in the games industry is super hard.
Weirdly enough, I spend most of my time trying to advocate for the player experience and using the code of gameplay to tell a narrative.
But nowadays, people are either not understanding the concept of "gameplay" or challenge, and are too focused on doing cutscene tondo exposition. And then "add a puzzle here and there"...
Is there a single game company/studio that actually knows how to make games?
Why aren’t you making your game? What’s stopping you? This week I dig into a very important issue: