Game Design

Video Game Deep Cuts: It's VGDC Issue #100! - by Simon Carless Blogs - 6 August 2018 - 9:34am
This week's highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
Categories: Game Theory & Design

Working with Facebook Instant Games - by Conor O'Nolan Blogs - 6 August 2018 - 9:17am
I've spend the last 3 months working on Facebook Messenger games. I'll outline some of the issues involved from a technical and business perspective.
Categories: Game Theory & Design

GDC 2019 organizers are looking for smart Business & Marketing talks!

Social/Online Games - Gamasutra - 6 August 2018 - 9:15am

If you have a great talk that would fit in the Business & Marketing track at Game Developers Conference 2019, organizers want to hear it, and they're taking submissions - but only through August 16th! ...

Categories: Game Theory & Design

Brass Tactics: Evolving classic RTS interactions for VR - Part 1 - by Patrick Lipo Blogs - 6 August 2018 - 8:42am
The goal of Brass Tactics started simply: Make an RTS that embraced the medium of VR... Luckily, we were blessed with a lot of freedom to explore what that meant. As we iterated towards the final product, we made a lot of interesting stops along the way.
Categories: Game Theory & Design

Game Design in Real Life: The Prisoner’s Dilemma - by Caleb Compton Blogs - 6 August 2018 - 8:39am
There is a field in economics known as Game Theory. This field tries to break situations down into simple mathematical models to determine what a "rational" person would do. In this article, see how game theory can be used in life and game design!
Categories: Game Theory & Design

How to do cost-effective QA for your Mobile Games - by Kaushal Singh Blogs - 6 August 2018 - 6:53am
From successful planning to test execution, the blog gives exclusive insights into QA planning during the project planning phase, as well as building up the optimal QA device matrix in different stages of project for best coverage and successful launch.
Categories: Game Theory & Design

Dead Body Falls: Designing the Waypoint System - by Luisa Nunes Blogs - 6 August 2018 - 6:52am
A look at the Waypoint System used in the game Dead Body Falls (2018, GearVR, Oculus Go)
Categories: Game Theory & Design

Localizing licensed IPs: tips and best practices - by IGDA Localization SIG Blogs - 6 August 2018 - 6:52am
Games based on famous IPs, whether movies or TV series, are on the rise and with them come a few limitations not only to creativity. Learn about the best practices for localizing your game and prepare well in advance with this article.
Categories: Game Theory & Design

How to make a Discord RPG: Part 1 - by Adrian Hawkins Blogs - 6 August 2018 - 6:51am
First in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system. This first article focuses on design.
Categories: Game Theory & Design

How could video games teach us more about our ancestors - by Herbert Llanas Blogs - 6 August 2018 - 6:51am
When it comes to games that teach history, the list can go on and on until you’ve run out of fingers and toes.
Categories: Game Theory & Design

We Kickstarted A Game 4 Years Ago and It's Not Done Yet - Part 1 - Backstory - by Tristan Moore Blogs - 6 August 2018 - 6:48am
In this post, I'm providing a transcript of a video series I'm making on the overall experience of running a Kickstarter game over the last 4 years. In this part, I'm offering an introduction to our game and why we actually started to consider Kickstarter
Categories: Game Theory & Design

How to work with Bezier Curve in Games with Unity - by Vivek Tank Blogs - 6 August 2018 - 6:48am
The main objective of this blog post is to give you a basic idea about how to work with Bezier Curve In Games.
Categories: Game Theory & Design

Cyber Demons | The AI of DOOM (2016) - by Tommy Thompson Blogs - 6 August 2018 - 6:46am
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.
Categories: Game Theory & Design

Troy’s Crock Pot: World building — Homeland

Gnome Stew - 6 August 2018 - 12:01am

Our summer world-building exercise keeps zeroing in. We started with a broad overview, grabbing a continent and carving up land areas into nations. Now we’re ready to sketch out the PCs’ homeland.

I’m selecting the territory in the center map, the one at the heart of the peninsula with a river running through it. I like it as a homeland because it has access to the northern and southern seas, meaning that if a player wants their character to come from elsewhere in the setting, there is a plausible explanation for their emigration.

Nentir Vale Model

The Nentir Vale is the setting presented in the fourth edition Dungeons and Dragons Dungeon Master’s Guide. As an example of what a homeland filled with adventure potential looks like, it is very good. It is only two and a half pages long, proving that a useful gazetteer can still be concise.

Broken down, the Nentir Vale has five towns or safe places, “points of light” in the vernacular of the setting. It describes five major wilderness encounter areas. (Though to be fair, the setting has more. But these are simply names of geographic features on the map without description — locations to be fleshed out by the DM later). Lastly, and more importantly, the setting describes six adventure sites, all ruins and dungeons. A handful of places giving the PCs some choice of where they want to explore next, but not too many as to overwhelm them.  

Our Homeland

Let’s give it a name: Mendathis. It’s people are the Mendati.

Points of light. (For simplicity’s sake, all the place names will be real, in this case, Bulgarian. I can change them later if I wish).  The old provisional capital on the north coast is Borovan. It’s rival city is Opaka and is on the southern coast at the mouth of the Pernik River.  Upriver is the centrally located frontier trading hub of Vestran, a walled town amid rugged wilderness. The eastern border town is Devin, which has an active garrison. Slivinika is the regional capital from land annexed from a neighbor along the southwestern coast, and thus, has a different character and culture from the rest of Mendathis.

Dungeons and ruins: An ancient and abandoned fortress lies at Kiustendil, abandoned when the Pernik River changed course. A highland stronghold overrun with monsters is Soljam near the source of the Pernik. An abandoned temple to the old gods lies at Ajtos on the trade road between Borovan and Devin. Svoge is a lawless area with many dungeon complexes in the eastern mountains.  Ardino was a wizards’ tower and enclave in the annexed territory.

Wilderness locations: The dark and forbidding Omurtag Forest fills the central frontier. The Lodogorie mountains occupy the southeast. The Cliffs of Elenia are where the mountains meet the sea. The fens and wetlands in the vicinity of Slivinka are known as the Kula.  The highlands that serve as the source of the Pernik are called the Telerig Crags.

Next time, we’ll be adding detail to the PCs’ home base, the frontier town of Vestran.


Categories: Game Theory & Design

Fuzzy Thinking: Gamers Gone Wild!

RPGNet - 6 August 2018 - 12:00am
Fuzzy campaign wreckers.
Categories: Game Theory & Design

Video Game Deep Cuts: It's VGDC Issue #100!

Social/Online Games - Gamasutra - 5 August 2018 - 9:56pm

This week's longform article & video highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more. ...

Categories: Game Theory & Design

Steve Jackson Games Announces Munchkin: Warhammer 40,000

Tabletop Gaming News - 3 August 2018 - 3:00pm
In the grim darkness of the 41st millennium, there is only a bunch of crazy weirdos running around, fighting aliens, collecting crazy gear, and trying to get to Level 10 first. Steve Jackson Games has announced a partnership with Games Workshop to bring you Munchkin: Warhammer 40,000. From the post: Steve Jackson Games and Games […]
Categories: Game Theory & Design

Renegade Game Studios Announces Power Rangers: Heroes of the Grid

Tabletop Gaming News - 3 August 2018 - 2:00pm
Go! Go! Power Rangers! *rocking guitar solo* One of the most-popular kids shows for years, the Power Rangers will soon be heading to your tabletops, complements of Renegade Game Studios. They’ve announced Power Rangers: Heroes of the Grid. Just remember that too much pink energy is dangerous. From the announcement: Evil is coming… In Power […]
Categories: Game Theory & Design

New Runewars Releases Available From Fantasy Flight

Tabletop Gaming News - 3 August 2018 - 1:00pm
Along with all the awesome Star Wars stuff that Fantasy Flight has announced, there’s a quartet of Runewars releases now available. There’s something for everyone, with a release for each faction. So if you’ve been wanting something new, now’s your chance. From the website: The great factions of Terrinoth take to the battlefield in Runewars […]
Categories: Game Theory & Design

Don't Miss: What can game designers learn from watching Evo matches?

Social/Online Games - Gamasutra - 3 August 2018 - 12:26pm

Patrick Miller takes a look at matches from Evo 2015 to give designers examples of what they can learn from watching competitive fighting game events. ...

Categories: Game Theory & Design


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