There are two different concepts in gameplay that often get conflated: whittling vs. puttering. There’s a certain zen to repetitive motions and patterns. There have been a bunch of studies showing that they soothe, calm, and even help people enter a flow state. That’s whittling gameplay: it’s about the moment-to-moment activity. It’s engaging and fun, […]
Prompted my a news story back in September that Halfbrick had laid off the last of its designers, I chatted on Twitter about some of the challenges in being a designer. I’ve been updating the site and realized I hadn’t posted it yet, so here’s a belated update.
A past side project included building Wizardry-style combat. That’s a very specific kind of turn-based combat, best displayed in Wizardry VI and Wizardry VII. I call this phased combat. The player enters orders for each of her party members in turn, shown in the screen shot. Each party member can make choices like Fight, Parry, cast […]
I’ve been talking a lot on Twitter lately about creating my solo game, and I’m going to start saving them here as well. Today, I talked about why you often want FSMs on stand-alone gameobjects, and a beginning look at how/why you would segment them. [View the story “Reasons to segment FSMs” on Storify]