Game 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

Activision patents matchmaking tech that can push players to buy upgrades

Social/Online Games - Gamasutra - 17 October 2017 - 3:38pm

Activision patented tech for "driving microtransactions in multiplayer video games" that can match players up with more experienced foes to get the junior players to buy in-game items like loot boxes. ...

Categories: Game Theory & Design

Bestiary of Equestria Now Available From River Horse

Tabletop Gaming News - 17 October 2017 - 3:00pm
The next book release is now available for the Tails of Equestria RPG. It’s the Bestiary of Equestria and it details many of the fantastic creatures that inhabit the world. Not only that, but there’s also rules for allowing the first-ever non-pony player characters. Maybe you’d prefer to start out as a buffalo or dragon […]
Categories: Game Theory & Design

DGS Games Posts October-November Development Blog

Tabletop Gaming News - 17 October 2017 - 2:00pm
DGS Games is working hard on Freeblades, their fantasy miniatures game. They’ve got quite a things they’ve been working on, including a new hire in the form of Matt Gooch. They’re also going to be releasing the first of a new faction, the Mershael. You can soon pick up the new figure, the Takar Hunter/Takar […]
Categories: Game Theory & Design

Fruit Ninja Game Series Coming Soon To Kickstarter

Tabletop Gaming News - 17 October 2017 - 1:00pm
“But Polar Bear! Fruit Ninja‘s been out for a while! And it’s a digital game!” I hear you scream at your screens (I also know your browser history. Hey, whatever floats your boat. I don’t judge). Yes, Fruit Ninja is an incredibly popular mobile game where you must cut fruit as it floats across your […]
Categories: Game Theory & Design

UK government comments on rising loot box-related gambling concerns

Social/Online Games - Gamasutra - 17 October 2017 - 12:51pm

Though it notes that it recognizes the risks of flirtations between gambling and gaming, the government itself will rely on The Gambling Commission's ongoing observation. ...

Categories: Game Theory & Design

Fantasy Flight Games Previews New Specialization and Species from Cyphers and Masks

Tabletop Gaming News - 17 October 2017 - 12:00pm
As with just about every new Star Wars RPG book, there’s lots of new options for players to create more unique and defined characters, letting them play just exactly what they want to. In Cyphers and Masks, a book all about spying and subterfuge, there’s a new specialization (the Courier) and a new species (the […]
Categories: Game Theory & Design

Podcast Roundup

Tabletop Gaming News - 17 October 2017 - 11:00am
We’re firmly on our way into the new work week. And, of course, I’m looking forward to the weekend. The past couple have been pretty busy, so I think I’m gonna take it easy this upcoming Saturday. Might still get some gaming in, though. We’ll see. But before that, we need to actually get to […]
Categories: Game Theory & Design

Halloween Hellraisers Fantasy Football Teams Up On Kickstarter

Tabletop Gaming News - 17 October 2017 - 10:00am
You know, despite the fact that it’s October (and more than halfway through it, at that), we’ve had relatively few “creepy, crawly, spooky, and haunted” sort of stories. Well, this post looks to help turn the tide in a more Boris Karlof and Bella Legosi direction. The Halloween Hellraisers Kickstarter campaign looks to fund two […]
Categories: Game Theory & Design

Gangs of Britannia Board Game Up On Kickstarter

Tabletop Gaming News - 17 October 2017 - 9:00am
Organized crime has a long and storied history in Britain. I mean, just watch a Guy Richie movie and you’ll know that. (whywouldIwantacaravanthataintgotnofookinwheelsonit?) In Gangs of Britannia, you’ll be in charge of one of those gangs, looking to expand your influence and take over more turf. But it’s not going to be easy, as everyone […]
Categories: Game Theory & Design

Mischief Media Card Game Coming To Kickstarter

Tabletop Gaming News - 17 October 2017 - 8:00am
I certainly hope that you find TGN a reputable news source. I do my best to not post rumors and only give you stories that I can back up with a source. However, with news, that’s not always the case. Some places are better sources than others, and who you trust can change over time. […]
Categories: Game Theory & Design

VRDC 2017 takeaways: VR music for the game composer - by Winifred Phillips

Gamasutra.com Blogs - 17 October 2017 - 7:16am
Strategies for implementing music in VR projects were offered during the Virtual Reality Developers Conference this year. Video game composer Winifred Phillips discusses tools and tips from these talks, while also sharing insights from her own projects.
Categories: Game Theory & Design

Design approach in citizen science games, until EVE Online - by Claire Baert

Gamasutra.com Blogs - 17 October 2017 - 7:16am
I discussed with developers and scientists their approach to design citizen science games. The conversation revealed some issues that the game industry could help solve.
Categories: Game Theory & Design

Day 26 of 100 Days of VR: Adding Missing Audio, UI, and Creating Enemy Victory State - by Josh Chang

Gamasutra.com Blogs - 17 October 2017 - 7:12am
Welcome back to day 26! We just finished implementing our Enemy Spawning System, but before we move on to the next thing, I would like to go and fix/update some minor things that we glimpsed over such as: audio, ui, and enemy victory state,
Categories: Game Theory & Design

Using aesthetics to create well-being - by Julien Delavennat

Gamasutra.com Blogs - 17 October 2017 - 7:08am
Artworks such as books, music, games, can affect our state of mind, and by doing so, can teach us ways to feel and think differently. Cognitively, knowing more ways to feel and think lets us actively choose how to feel about the world, it gives us control
Categories: Game Theory & Design

Working with generic room-based matchmaking - by Joost van Dongen

Gamasutra.com Blogs - 17 October 2017 - 7:07am
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work and discuss the pros and cons of using these systems instead of building your own from scratch, based on our experience developing Awesomenauts.
Categories: Game Theory & Design

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