Chipping away at a 3D navigation grid system, with support for special movement types!

When recalculating the navigation grid, the game checks each terrain voxel for a list of pre-defined "Modifier Conditions", such as a solid tile with an exposed top and side.

If the conditions are met, it modifies the navigation grid, adding special movement flags. These allow actors to use those nodes to fly, swim, burrow, or jump at that position.

I made a little visualization, marking short ledges on the navigation grid with white dots, and using blue dots to mark end points for jumping up or down that ledge.

#GameDev #GameDesign #Godot #GodotEngine #ProcGen

In a #gamedesign course where I am currently teaching, some students are using AI for certain aspects of the work I assign them (it would be impossible to do everything using #AI within the time allowed).

As an #instructor I think it would be important to ask the students what questions they asked to the AI, because I believe this is directly related to their understanding of the the content they are #learning

Forget Unreal Engine 5. Duke University's Master of Engineering in Game Design program is now centered around the Playdate handheld. This surprising shift aims to teach core game design principles through constraint-driven creativity, forcing students to master mechanics over graphics. Is this the future of game education?

https://www.tpp.blog/d610ufa

#dukeuniversity #playdate #gamedesign

🤖 This post was AI-generated.

ARCHIVE_SUBJ: Barnacle Weaver // Design Notes

Environmental horror that blends the organism itself and the setting. Being a part of my Weaver concept, this creature isn't just a resident of the drowned world, but a biproduct and a construct of what happens when nature reclaims things. One of the things that is unique about this and any of my other Weavers is that it tends to absorb things into itself, either for survivability or for other, "nefarious" reasons.

#TTRPG #GameDesign #Bestiary

a brief write-up by the "Underhand" design lead, Karen Zhou. She specifically mentions summoning chains, which are multi-step challenges told through a sequence of event cards.

https://www.behance.net/gallery/57705975/Underhand-(the-Card-Game)
#gamedev #gameDesign

Underhand (the Card Game) - Karen Zhou

A casually evil card game

Behance

Thinking more about the difference between a sedentary and a traveling approach to interacting with maps in spreadsheety games.

I think the core difference in experience is how places unlock and stay unlocked.

A sedentary game unlocks locations and just leaves them unlocked: once you are introduced to the bakery, you can always reach it. Unlocking it is a plot point.

But traveling- if you move towards the bakery you unlock it. If you move away, it locks again. No fiat required. #GameDesign

Found this excellent #Fearwoods review that dives deep into co-op horror psychology. Really thoughtful analysis of how shared fear changes the entire gaming experience - sometimes teammates are safety, sometimes they're your biggest vulnerability 👻

Perfect read for anyone interested in horror game design or looking for their next group scare session.

https://gamosy.com/reviews/fearwoods-review

#CoopHorror #GameDesign #IndieGame

Fearwoods Review | Gamosy Game Review

Fearwoods is a co-op survival horror where light is your only weapon. A solo dev passion project with thick atmosphere, unpredictable demon AI, and genuine scares. Coming to Early Access Q2 2026.

Gamosy