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I want my game to be epic, spanning many years, with the potential for characters to grow old; for new generations to come to the fore and take up the mantle; and for nations to rise and fall. Problem: Even with a game/system which is well designed for that kind of long-term view, everything takes … Continue reading Truncating the Calendar Year like in Stardew Valley
I’ve talked before about children playing Among Us on the schoolyard by making up the rules and trying acting within genre expectations. I recently saw a schoolyard Pokémon battle in the same style. The kids, who were about 11 years old, stood opposite each other a few meters apart, and took it in turns to … Continue reading Schoolyard Pokémon Battles
Mood music The vast majority of spells in Harry Potter seem to involve Aiming a wand Enunciating words precisely Waving the wand in a precise way Exerting enough energy or power Knowledge of the spell – either through learning or observation This works great for a video game, all the precision can be timing of … Continue reading The three best spells in Harry Potter: an overly comprehensive thought-train
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