Rocksmith 2014 – A One-Year Review (or “Can I Play Like Eddie Van Halen Yet?”)
Posted by Rampant Coyote on November 6, 2014
Do you ever fume about what you SHOULD have said to someone who made a stinging remark to you, long after the opportunity to make the perfect retort has long expired? I do. I come up with the perfect comeback minutes later, and then grouse about not having thought it up quickly enough to use […]
Filed Under: Guitar Games - Comments: 2 Comments to Read
RPG Development: Sometimes it feels like it’s all UI Work
Posted by Rampant Coyote on November 5, 2014
I think I’m on about my sixth iteration on Frayed Knights inventory screens. The first three were with the first game. I’m on system #3 for the sequel(s). At least this time it feels more “correct” to me, but there are still some quirks that just don’t “fit” well. For example – stacks of items. While […]
Filed Under: Frayed Knights - Comments: 4 Comments to Read
RPG Design: Should We Hide the Stats?
Posted by Rampant Coyote on November 4, 2014
James Cox has an article worth reading over at Gamasutra, “There is No ‘+5 Sword’ in Lancelot.” In it, he makes the case that the time has come to hide all the numbers in CRPGs. He even refers to this as “babying systems.” Yeah, that reference honked me off a bit, but his idea isn’t new, […]
Filed Under: Design - Comments: 13 Comments to Read
Game in Zero Hours: Disguise
Posted by Rampant Coyote on November 3, 2014
I kinda forgot about the Zero Hour Game Jam challenge until the night of the jam. It’s the speed jam to beat all speed jams – to make a game in ZERO hours. You really can’t go faster. The game jam takes place inside the hour that “disappears” during Daylight Saving Time’s fall time change. […]
Filed Under: Game Development - Comments: 2 Comments to Read