I haven’t been posting here recently, but hopefully this is the beginning of a reversal to that trend.
I’ve posted a few things on the YouTubes that you might be interested in:
First, after getting lots of requests, I’ve put together a version of my GDC talk that I think is legal to show. I recorded the audio myself, and cut together slides over it — so I don’t think I’m using anythign I shouldn’t.
Be warned, it’s an hour long.
Secondly, we’re now 13 episodes into the RC3 developer commentary. The latest episode is about my trials and … Continue reading
Our friends over at GeekDad just keep writing great stuff about Skylanders:
The article I linked above has one passage that made me stop and marvel.
They don’t actually use the Skylanders DS styluses to play on the DS at all. Firstly they used them to create their own plays in a make shift cardboard theater. By poking the stylus up from behind they could get the miniature Skylanders figures to act out different chapters from their adventures.
They then moved on from this when one of the styluses got inadvertently broken (apparently during a particularly hazardous Skylanders … Continue reading
When I came to school that day, I was excited. I had something to share with my fellow students, something, maybe, that might convince them I was cool enough to finally be left alone.
I’d been given a book. A very old book, I thought. Older than me, even, as it had been printed in the 60s, but written long before then. It had belonged to the library last, though from how worn and tattered it was I suspect it had several previous owners. It was mine now, though, and I knew it would be my ticket out of misery.
… Continue reading
That’s right, ladies and gents, we’ve begun season 2 of Developer Commentary.
This time, we’re doing RC3!
Wow! I just found out my talk was accepted! YAY.
If any of you will be at GDC, swing on by and check it out. It’s going to be on Wednesday from 2pm-3pm
Here’s the details:
Session Title: Reaching Into the Toy-Chest: A Look into Skylanders: Spyro’s Adventure’s Design
Session Description: Making games is hard. Making a game with more than 32 playable characters is very difficult. Now integrate a huge line of collectable toys and you … Continue reading
What’s up everyone.
Been very busy lately. Besides work and travel (been heading out to exotic locales, most recently Albany, New York) I’ve been working on a number of side-projects.
I’m working on a GDC talk that, if all goes well, I’ll be able to give. Fingers crossed!
I’m also working on more Gamasutra articles. My most recent one on Zelda level design (http://tinyurl.com/6tflzgf) was pretty popular, apparently, and Gamasutra would like me to do more like it!
So that’s cool.
I’ve also been designing a one-shot Star Wars adventure that I’m giving my friend John as a … Continue reading
I feel like I have a lot to say about the subject, but that writing it down isn’t the best way to get that across.
Writing about some esoteric point or another requires laying a ton of groundwork just to even have a chance of getting to the point.
I know Vincent Baker at least likes to make little games to get his points across. Maybe I should do the same.
That being said, anyone know any good examples of game designers (or other game makers) with blogs that are GOOD at writing down their thoughts on … Continue reading
One of my favorite game design quotes has always been Sid Meier’s “Games are a series of interesting choices.”
I was thinking a lot about it last night, and I think if I were saying it now I’d make a slight modification that, I think, might make Mr. Meier’s meaning a bit clearer to the novice designer.
Players make interesting choices. Games ask interesting questions.
It sounds really minor, but hear me out.
In my experience, trying to design choices into a game doesn’t usually produce good results. Most of the time, interesting choices come OUT of your game … Continue reading
Here’s another update for Project Cake. It’s a small one, this time.
When you’re in a combat zone, there is now a UI that lets you choose between multiple attack abilities. You can press 1 to use fireballs, and 2 to use an ice attack. You can also change weapons with the scroll wheel on your mouse.
The two attacks aren’t really balanced or tuned yet, but it gives the idea of how the functionality of it should work.
If you’d like to check out the build, please click here.
Just an update on cake. I added some new tilesets, so I could set the areas up right for when I get real art. I’ve also added in the rest of the tank enemies from Project Bacon. I’ve also made a few other improvements (MUSIC!) and streamlined some stuff behind the scenes.
I put notes in the build about the stuff that’s changed.
Also, I thought you guys might want to see a shot of the editor:
… Continue reading