Game Design

WizKids/Games Workshop Announces Partnership

Tabletop Gaming News - 19 October 2017 - 3:03am
It was a pretty big announcement when Fantasy Flight Games and Games Workshop parted ways. At the time, it seemed as though it was going to be Games Workshop that was going to be making all of their board games. But we’ve just gotten a new announcement from WizKids that they are now partnered with […]
Categories: Game Theory & Design

Sandy's Soapbox: Nevermore (said the neighbor)

RPGNet - 19 October 2017 - 12:00am
Who is an NPC in Poe\\\'s world? Everyone that has to deal with the protagonists.
Categories: Game Theory & Design

Fightlings Card Game Up On Kickstarter

Tabletop Gaming News - 18 October 2017 - 3:00pm
Fightlings is a new, hybrid card game that’s up on Kickstarter. For starters, you make your own deck of 17 cards and shuffle it together with your opponent’s deck. The cards are then set out on a grid and you must try and make matching pairs of cards. When you do, you can take that […]
Categories: Game Theory & Design

Z-Man Games Announces Mini-Expansion For A Feast For Odin

Tabletop Gaming News - 18 October 2017 - 2:00pm
Vikings are pretty much one of the world’s best-known souvenir-hunters. They’d head out, find a nice spot, then grab a couple trinkets to remember the trip by (if you consider “everything of value that wasn’t bolted down, and even then, that’s not a guarantee” to be “a couple trinkets to remember the trip by”). Soon, […]
Categories: Game Theory & Design

Demons: The 9th Circle of Hell UNLEASHED Up On Kickstarter

Tabletop Gaming News - 18 October 2017 - 1:00pm
Award Winning Games has launched a Kickstarter campaign for Demons: The 9th Circle of Hell Unleashed. The game is a card-based game where players are… well, it’s kinda there in the name. Demons from the 9th circle of hell are on the loose and you’ve gotta deal with that. The game is highly customizable in […]
Categories: Game Theory & Design

Gobblin’ Post-Apocalyptic RPG Up On Kickstarter

Tabletop Gaming News - 18 October 2017 - 12:00pm
Most of the time, when you think of goblins, you think of a fantasy setting. Orcs, elves, forests, dwarves, that kind of thing. Such is not the case in Gobblin‘. Instead, you’re taken into a post-apocalyptic world. Think Fallout meets Tolkien. In this new RPG, you play as a goblin looking to survive in a […]
Categories: Game Theory & Design

Midweek Snippets

Tabletop Gaming News - 18 October 2017 - 11:00am
Halfway there. We’re halfway to getting back to the weekend. Methinks I’m going to take it easy this weekend. I found out my LGS is going to be absolutely packed with several events running for games I don’t really play, so I’ll probably just veg at my place. I could use a relaxing couple of […]
Categories: Game Theory & Design

Gateway Games Running Defend Neo Tokyo Board Game Kickstarter

Tabletop Gaming News - 18 October 2017 - 10:00am
Giant robot alert! We have a giant robot alert! You probably know I’ve got a weakness for giant robots. Well, in Defend Neo Tokyo, you and your friends jump into the cockpit of giant robots and look to protect the city against the various monsters that are always drawn towards it. And it’s not because […]
Categories: Game Theory & Design

Registration is now open for GDC 2018!

Social/Online Games - Gamasutra - 18 October 2017 - 9:59am

This will be the 32st edition of GDC, the world's largest and longest-running event for game developers, and you can register right now by visiting the official GDC 2018 website! ...

Categories: Game Theory & Design

Legends of Sleepy Hollow Board Game Up On Kickstarter

Tabletop Gaming News - 18 October 2017 - 9:00am
Raise your hand if you’ve seen that old Sleepy Hollow cartoon about a million times and it freaked you out as a kid? *raises hand* Yeah, just as I thought. And this is certainly the time of year for it, being October and all. Well, how many of you would also like to know what […]
Categories: Game Theory & Design

Mortals: Descent of the Gods Board Game Up On Kickstarter

Tabletop Gaming News - 18 October 2017 - 8:00am
It would seem as though Death has decided the Earth’s just done. Like, completely. So they’ve stripped all the gods of their immortality and are going to end things. However, the gods aren’t taking all this sitting down. They’ve banded together and are look for a way to stop Death’s plan. That’s where you come […]
Categories: Game Theory & Design

The BIG List of Video Game Public Relations Agencies and Freelancers - by Jesus Fabre

Gamasutra.com Blogs - 18 October 2017 - 7:01am
This article revolves around the visibility issue on independent games, trying to shed some light on the Public Relations and Marketing agencies side. Who they are (the list has 110+), which services you can expect from them and more details on them.
Categories: Game Theory & Design

Broken Promises Now Available In Digital Format

Tabletop Gaming News - 18 October 2017 - 7:00am
Just yesterday, I was talking with my friend about a game and a rules question came up. We didn’t have the rulebook on hand, but we did have a digital version of it. So looking up the rule was super-easy. Now, don’t get me wrong. I love flipping through a rulebook, but having a digital […]
Categories: Game Theory & Design

A Double Standard for Female Characters? - by Sande Chen

Gamasutra.com Blogs - 18 October 2017 - 6:09am
In this article, game writer Sande Chen implores others to think about how female characters are portrayed and developed.
Categories: Game Theory & Design

Why Humanity Depends on Game Devs - by Edward McNeill

Gamasutra.com Blogs - 18 October 2017 - 6:08am
Three quotes for game devs to consider.
Categories: Game Theory & Design

Day 28 of 100 Days of VR: Adding A New Tank Enemy Following 1 - by Josh Chang

Gamasutra.com Blogs - 18 October 2017 - 6:08am
Today, we’re going to create our last enemy, a zombie that's slower but has more health that won’t get pushed back as far.
Categories: Game Theory & Design

Multi-Threading The Truth - by Niklas Gray

Gamasutra.com Blogs - 18 October 2017 - 6:07am
Adding high-performance multi-threading support to a complicated data structure.
Categories: Game Theory & Design

Z-Man Games Announces Fields of Arle: Tea & Trade Expansion

Tabletop Gaming News - 18 October 2017 - 6:00am
Tea. It’s possibly the most popular drink in the world (even though I don’t really like it. But who cares about what I like in beverages?). It’s especially popular in East Frisia, a small, German Village on the North Sea. And it’s a major new good you’ll be able to get in Tea & Trade, […]
Categories: Game Theory & Design

Forges Of Power

Gnome Stew - 18 October 2017 - 3:00am

Many are the epic arms forged in your fantasy game. But sometimes the most powerful armaments require tools as powerful as they are. Enter these forges of power, able to bring forth the most fantastic of creations.

  • Cold Iron Forge: Created by a race of arctic dwarves, for whom fire was a luxury, this huge rune carved anvil allows purification of ores and forging of weapons and armor using blistering cold instead of heat. Hammering ore on the anvil causes it to crumble to fragments and re-merge purer each time. Refined ores can be tempered and shaped with the cold fire of the runes. Weapons and armor created in the cold iron forge are often heavy and dull, but are infused with the power of cold and brutally effective.
  • Forge Weaver: And intricate device built by a genius spider elf tinker, the forge weaver looks like a cross between a huge loom and a twisted metal spider. Metal placed into it’s hopper is processed into thread like cable, which can be woven into material as strong as plate, but much more flexible and light. The forge can also be used to produce bowstrings and a few select weapons, but most weapons are beyond its abilities.
  • Golem Forge: A few golem forges exist. All of them resemble golems and eat raw ore, scrap and refined metals and refine them into weapons and armor internally. Some were made to mass produce a common quality armament to supply large forces, but the most impressive of them were constructed to take rare materials and components and produce a single powerful weapon or armor with more skill than its creator could produce.
  • Lightning forge: The lightning forge sits on a desolate hilltop, and operating it is the task of a lifetime. Material is held aloft on a pole and left there for lightning to strike. When it does, the smith must quickly lower it and work it as long as possible until it cools. This process, which may take dozens, if not hundreds of years results in arms that are blackened and electrically scarred, but which carry the fury of the sky. Of course, you may be able to speed the process with the help of a powerful caster.
  • Ocean Forge: In the crushing darkness of the ocean, over a volcanic vent sits the ocean forge. Just getting there is a major challenge. Forging weapons and armor in the pressure and heat with salt water contaminating materials and wicking away heat faster than air taxes the skills of even a master smith. The strangely patinaed arms created here are almost indestructible and highly resistant to the elements.
Categories: Game Theory & Design

The Full Throttle Remastered FMV Pipeline: Part 1 - by Trevor Diem

Gamasutra.com Blogs - 17 October 2017 - 11:15pm
This blog post is a multi-part overview of the FMV Pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll go through a series that investigates how we were able to achieve our remastered FMVs.
Categories: Game Theory & Design

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