Back to Basics the Right Way

I’ve been trying desperately to push my projects into order. It seems like they are an unruly bunch that want me to work on them all at the same time. Like last week while I was grieving I wrote six chapters to a book I shelved in December 2012. “Well it’s been like two years since I finished this, I guess I’ll dig it up, use some necromantic editing, and just add it to my plate. Why not, right?” I must have said subconsciously. Well, yeah–it’s been that kind of week. So as to stick with that theme I decided to crack open my Evernote account to peek inside…

LEGO Minotaurus
LEGO Minotaurus

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7 Ways to Avoid Feature Creep

After talking a lot about game design I thought I would discuss some practical project planning aspects this week. To start I wanted to discuss feature creep and setting goals. One of the most important things we did to help get our studio going was to set a very attainable bar for our game.

A Blender model of a church.

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The Results of World Building Together

On an earlier entry, I talked about Far Away Land RPG’s co-op world building tool. I played a session with a bunch of friends and used the results to create the backstory for a Sleepy Dev project. We’re still checking legal claims and such on the project’s name to make sure it is clear for our use–so I can’t announce it just yet but I can share the lore my friends and I created (which I promptly stole… er, borrowed) for it.

Our game takes place in a world called Tavern and this is its history so far. It only goes to the Seventh Age because I had to leave around then. However here is what I know so far of the world in a sort-of historical fashion. This co-op storytelling helped get me out of my writer’s block funk that I had been for the project.

But looks more like this.

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Cooperative World Building

I’ve been working on an intellectual property for several years now that is a comedy fantasy world. We chose to work within it for our upcoming twin-stick-shooter. The setting was always murky because to us it was just where things happened. That was okay for a while but it quickly became problematic when I was designing levels.

What places were around the area? What what the culture? Who were the gods? Were their gods?

All these questions were holding back my design. Even when I was designing I would create hollow unfinished gamescapes. Worse yet–I was drawing a blank on how to create a functional(ish) world in a comedy setting. That is, until I started playing Far Away Land with some friends.

Via Simian Circle Games
Via Simian Circle Games

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Game Design for Player Interaction Part Two

Happy Friday! Let’s pick up where we left off: Player interaction is dependent on the design. How someone will play your game depends on the rules and interactions they are allowed in your game.

Our attempts at using the Oculus were hampered when we tried to add haptic feedback for being hit with a bent baseball bat.
Our attempts at developing for the Oculus were hampered when we tried to add haptic feedback for being hit with a bent baseball bat.

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