Tales of the Rampant Coyote

Adventures in Indie Gaming!

How to Revive a Legacy RPG. Or Not.

Posted by Rampant Coyote on December 27, 2010

The newest game in the Wizardry series is apparently entitled Wizardry: Town of the Imprisoned Spirits or something like that. According to what I could glean, it is something of an upgrade / sequel over a previous release subtitled Dungeon of the Imprisoned Souls. It’s a budget, downloadable release in Japan that has a chance […]


Filed Under: Biz, Design - Comments: 18 Comments to Read



Blendering

Posted by Rampant Coyote on December 13, 2010

I’ve been using an old-and-creaky version of Blender (around 2.43) for a long time, now. I had an exporter I knew worked for my engine (which is no longer being maintained), and I was pretty used to how things worked. I finally upgraded to version 2.49 – which is getting a little bit old-and-creaky on […]


Filed Under: Art - Comments: 4 Comments to Read



A More Compelling RPG: More Thoughts on Might & Magic 1. And X-Com.

Posted by Rampant Coyote on December 9, 2010

My post Monday was about how the old-and-creaky Might & Magic 1 somehow being more compelling (and, let’s face it, more fun) to me to play after three hours in than Bioware’s recent heir apparent to the Baldur’s Gate legacy, Dragon Age. The discussion around the post was, in my opinion, far more interesting than […]


Filed Under: Design - Comments: 20 Comments to Read



The Chart of Bioware Clichés

Posted by Rampant Coyote on December 7, 2010

So it’s old. It’s new to me. Neener. Courtesy of Hellforge (and hat tip to Morinar…) Click for the large, more readable version of the chart… 🙂 Now, okay. Let’s be honest here.  It wouldn’t be hard to pick any handful of random RPGs (or other genres) and make a similar chart based on common […]


Filed Under: Design - Comments: 16 Comments to Read



And the More Compelling Role-Playing Game Is…

Posted by Rampant Coyote on December 6, 2010

Over the last few days, I spent a some time playing a couple of CRPGs. I try and do that kind of thing. I call it “research,” which is my story and I’m sticking to it. It is kind of a tricky thing, these days, with all the work I’m doing on my own project. […]


Filed Under: Design - Comments: 26 Comments to Read



Bad Game Designer, No Twinkie XI

Posted by Rampant Coyote on December 3, 2010

The eleventh (now annual) “Bad Game Designer, No Twinkie!” column by Earnest Adams is up at Gamasutra.com. This year’s Twinkie Denial Conditions include: * Long, Boring, Unimaginative Boss Battles: Self-healing bosses warrant a special mention in this section. * Save Points Before Long Non-Interactive Sections: Meaning if you die once you FINALLY regain control and […]


Filed Under: Design - Comments: 10 Comments to Read



The Battle That Rages for Centuries – Or Feels Like It.

Posted by Rampant Coyote on November 30, 2010

I’m a fan of turn-based combat in RPGs. Not to the exclusion of real-time combat, but I love the little tactical mini-game of turn-based combat. I’m one of those people for whom the original X-Com might as well have been brought down from Mount Olympus itself by Promethius (in the hand that wasn’t holding a […]


Filed Under: Design - Comments: 18 Comments to Read



Eight Tips to Help You Finish Your Indie Game

Posted by Rampant Coyote on November 22, 2010

A request for suggestions in the forums over the weekend reminded me of some advice I’ve often given to indies. Though, considering how long it has been since I have released a commercial indie game, I wonder how much of a hypocrite I am giving out any kind of recommendations. But hey, if nothing else, […]


Filed Under: Game Development - Comments: 13 Comments to Read



Monster Names in Frayed Knights

Posted by Rampant Coyote on November 17, 2010

Edward Maurina asked me about how I come up with monster names in Frayed Knights.  He is on a tight schedule naming monsters, too, so I figured I’d answer sooner rather than later. Though his question did make me think: “How DO I name monsters in Frayed Knights?” While I’m done with all the monsters […]


Filed Under: Design, Frayed Knights - Comments: 5 Comments to Read



A Free Book to Help You Learn to Write Games in Python

Posted by Rampant Coyote on November 15, 2010

This isn’t exactly a new book or anything, but it’s free. And cool. And can teach you to program games in Python. Booyah! Invent Your Own Computer Games With Python, 2nd Edition Based on my browsing, there are a few things to note: First of all, it is written for total beginners to programming. If […]


Filed Under: Programming - Comments: 12 Comments to Read



Weapon Stats in RPGs

Posted by Rampant Coyote on November 9, 2010

My education on medieval weaponry began with the Dungeons & Dragons weapons tables.  My education on modern weapons began with the Twilight: 2000 weapons tables and supplements. I say began, as since then I’ve come to own quite a few medieval weapons of my own, study books on weaponry and warfare throughout the ages, and […]


Filed Under: Design - Comments: 9 Comments to Read



Game Design Evolution – Yeah, That’s About The Size of It…

Posted by Rampant Coyote on November 7, 2010

I don’t know who is originally responsible for this image, but it pretty much sums everything up nicely, and not just for first-person shooters or map design:


Filed Under: Design - Comments: 54 Comments to Read



Making Games: Adding Role-Playing to Computer Role-Playing Games

Posted by Rampant Coyote on November 4, 2010

Continuing from yesterday’s discussion, I thought I’d provide a concrete example of how process might be applied to  a creative endeavor (like a game). While I’m really talking about the general idea, I figured I’d focus on a specific trait near-and-dear to many CRPG fans’ black hearts, role-playing. One point repeated from The CRPG Addict’s […]


Filed Under: Design, Production - Comments: 11 Comments to Read



The Coming App Stores

Posted by Rampant Coyote on October 26, 2010

Due to the success of iTunes and the iPhone / iPad App Stores, I assume. we’re soon going to be seeing them everywhere. Apple has announced an app store for the Mac that will mimic their mobile app store, and rumor has already linked that Microsoft is planning an app store with Windows 8. This […]


Filed Under: Biz, Game Development - Comments: 7 Comments to Read



RPG Combat: Good Reasons Why You Got Your Butt Kicked

Posted by Rampant Coyote on October 21, 2010

I felt like rambling on today a little bit about CRPG combat, and my philosophy on how combat should work in CRPGs. Of course, all CRPG combat systems are different, so it’s very hard find a enough commonality to compare them all. But we can start with the basics. Like getting your butt kicked. So […]


Filed Under: Design - Comments: 11 Comments to Read



Old-School RPGs Revisited – Blog Recommendation

Posted by Rampant Coyote on October 8, 2010

As much of a fan as I am of old-school western RPGs, I can’t hold a candle to this guy. I discovered him recently and have been going through his candid play-throughs and semi-reviews of old computer RPGs, and have enjoyed them thoroughly. Even when he completely disses on Ultima II (I never played the […]


Filed Under: Design, Retro - Comments: 9 Comments to Read



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