We Are All Game Developers Now
Posted by Rampant Coyote on July 9, 2013
Unity just announced that they now have over 2 million registered users. Let that sink in just a sec. Two. MILLION. Okay, now to be reasonable – it’s free, it’s hot stuff, and so I’m quite sure that more than half of these “developers” download the software and never get beyond ten minutes of fiddling […]
Filed Under: Biz, Indie Evangelism - Comments: 5 Comments to Read
Joss Whedon’s Productivity Advice
Posted by Rampant Coyote on July 8, 2013
On one of the indie gamer forums over the weekend, someone shared this excellent article: How to Be Prolific: Guidelines for Getting It Done From Joss Whedon The points seem to be a little bit meandering, but the key points resonate pretty well with me. While I’m hardly perfect at implementation, when I’m on a […]
Filed Under: Production - Comments: 2 Comments to Read
Frayed Knights 2: How to Save the World (State)
Posted by Rampant Coyote on July 5, 2013
For today’s Frayed Knights discussion, I’m actually going to get a little general, and talk about a topic common to virtually all modern computer and console role-playing games: saving the world! Or, rather, saving the state of the world, and dealing with persistent data. It’s pretty basic stuff, and I’m not going to delve too […]
Filed Under: Frayed Knights - Comments: 3 Comments to Read
Indie Day!
Posted by Rampant Coyote on July 4, 2013
So here in the U.S., it’s Independence Day – the day we celebrate the birth of our country, and the decisions and sacrifices of those who came before us over two hundred years ago. And, in spite of quite a number of well-documented challenges, I feel we’ve done pretty well. As a result, we’re a […]
Filed Under: Biz, Geek Life - Comments: Read the First Comment
The Airborne Chronology Hypothesis
Posted by Rampant Coyote on July 3, 2013
I’m working on a new hypothesis for “fun” as it applies to gaming. It goes something like this: Sort of like the Heisenberg Uncertainty Principle, the determination of how much fun you are having playing a game is impossible to determine while you are playing it. Or, more correctly, that elevated “fun” levels prevent accurate […]
Filed Under: Geek Life - Comments: 13 Comments to Read
The Same, Only Different: Where and How Much Innovation in Video Game Design?
Posted by Rampant Coyote on July 2, 2013
I’ve been playing Dungeons & Dragons for a long time. The newest incarnation isn’t officially “Dungeons & Dragons” (it’s Pathfinder), but it’s close enough. I’ve played lots of tabletop adventures, and plenty of computer games based on the system. And then even more computer games that are loosely and unofficially based on they system. I […]
Filed Under: Design - Comments: 23 Comments to Read
Computer RPGs – A New Golden Age, a Boom, or a Bust?
Posted by Rampant Coyote on July 1, 2013
Brian Fargo, flush with effectively free money from Kickstarter for not just one but two ‘classic-style’ RPGs, suggested last week on the (near) future of computer RPGs that, “I think you are about to see the golden age of RPGs come rushing back in the next few years.” By way of explanation, he noted his […]
Filed Under: Biz, Indie Evangelism - Comments: 5 Comments to Read