https://stonemaiergames.com/the-darkest-timeline/
StoneMaier Games has a good explanation on how the 54% US tariff on #TTRPG and #boardGame s printed in China will impact the game market, #gameDesign and #publishing of #games

https://stonemaiergames.com/the-darkest-timeline/
StoneMaier Games has a good explanation on how the 54% US tariff on #TTRPG and #boardGame s printed in China will impact the game market, #gameDesign and #publishing of #games
Solitaire Game Report Card, Post Candy Crush Solitaire Release
Candy Crush Solitaire grabbed 5% of the genre's revenue, Sorcery School’s had hit $17.21 RpD.
https://businessofgames.icartic.com/p/solitaire-game-report-card-post-candy
#KnoxvilleTN, I am in you!
(For #Protospiel this weekend.)
The Grid is a unique randomness mechanic in NEON HOPE that we use instead of dice. It is a die with memory! As it is so central to the game, we have made a deluxe poker chip version that is available as part of the campaign. And I love how they look!
#gamedesign #boardgamedesign #boardgames
#gamedesign
Toward the end of 2024, i began developing a framework around boss-centered game design. I revisited notes of mine about how to vary combat encounters in both the specific and abstract.
I wanted to actually PLAY Dark Souls as part of my research for the framework since it was the basis for my hypothesis: that good game world-building and "lore" might be built on a foundation of boss fights.
I had never cared much for boss fights--not like, actively disliked, but literally "didn't care." They were more of a means to an end for me, designwise, i was a lot more interested in moment-to-moment gameplay and the core "game loop."
Success of the "Soulsborne" subgenre of ARPGs has shifted my perspective.
Every mechanic tells a story. Dice pools, cards, tokens... each creates a unique rhythm and mood for players. How do you decide what system best fits your game’s narrative?
Prowadzę dziś warsztaty z rysowania izometrycznych mapek :) są całkowicie nieprzydatne ale fajnie wyglądają.
18:30 warszawa. Siedziba stowarzyszenia Avangarda Targowa 66/22.
Wstęp oczywiście wolny.
In ~2 hours from now, I will be presenting Mike (lead designer of traptics) who will then promptly present his 'Practical Introduction to Systemic Game Design' course.
We will also discuss game design, emergent gameplay, and answer questions.
Join us here (for free): https://www.eventbrite.com/e/a-practical-introduction-to-systemic-game-design-course-presentation-tickets-1272462763379?aff=oddtdtcreator
[S] I had an inconvenient flash of inspiration while we were in the bathroom. I think I can clearly define what "Phallusitude" is, and thus why Split-Fiction has it more than Duke Nukem 3D!
Okay! Phallusitude is: An intense form of very toxic bonding over the needlessly violent abuse/bullying of others.
Necessary factors are: It must take itself seriously; The abusers must be in a position of power over their victim, where they have options other than abuse.
[P] I've been thinking of something my partner said, lately. It turns out that the more I look into this, the more true it is in an Absolute sense. As in, this has transcended from being a gut feeling into a fact. The closer you get to AAA in gamedev, the higher the chance that the project will be arbitrarily male lead, even if there's a woman serving as the figurehead. This can be measured in the style of the game. Split Fiction set me on this path.
#psychology #gamedev #gamedesign
-1
[P] How you look should never define who you are. The Lion King failed this most basic of tests, just as many modern stories do. The two should never be connected in any way, because that's just begging to invite some manner of subconscious bigotry. I see so many fall for this whether they're cognizant of it or not. It's why Robin Hood continues to be my favourite animated Disney film of the pre-Iger era: It does so much right!
#psychology #disney #animation #gamedev #gamedesign
-11
[P] See, here's the thing about Robin Hood: There was no separation based upon looks. Both sides had light and dark fur; Both sides had scrawny, brawny, and portly body types! I want to point at this and aay, LOOK AT THIS. This is why I have issues with most things, because you'll separate those who look like X from those who look like Y and call them Good Guys and Bad Guys. A film from 1973 is doing better than you. Do pay attention.
#psychology #disney #animation #gamedev #gamedesign
-6
[P] I dug TLK as a kid, until I started seeing more & more how problematic it was. Which was a shame as I love films that celebrate quadrupeds. I'll take Balto and Wolfwalkers over TLK though hands down nowadays. I even prefer the second film with Kovu over the first, it's still somewhat problematic but a marked improvement over the first. It has far more enjoyable character writing too, if I'm to be honest about it. I genuinely prefer it.
#psychology #disney #animation #gamedev #gamedesign
-5
Initial design for climbing hook device. It's attached to the back of the harness and used to coil the cable so you can move at breakneck speeds.
All these spinning hazards yet they never catch on the clothing!
[P] I mean, let's compare with the Lion King, a film one might expect to be less troubled due to airing in the progressive '90a, yet... It's riddled with problems. It contends with a feudal monarchy keeping out clear underclasses, so that they can keep the gentrified wealthlands to themselves. And those selfsame underclasses are treated poorly & unfairly demonised at every opportunity. So, TLK is off to a bad start. So let's talk race!
#psychology #disney #animation #gamedev #gamedesign
-2
[P] Disney's Robin Hood IS furry bait, but... I can't help but keep coming back to how it's my fave pre-Iger Disney film. I say pre-Iger as I see two distinct eras of the corpiration's output which are nothing like one another. The reason I tend to fixate on Robin Hood is down to two factors: 1.) most pre-Iger D8sney films have a conservative vibe, except Robin Hood; 2.) it's oddly the least problematic from a bigotry perspective, I think?
#psychology #disney #animation #gamedev #gamedesign
-1
If I have an idea for a game that I could develop myself, but I'm not a designer and I can't find existing artwork/tilesets that would work, what are my options?
Are there people who make video game art assets for others based on certain requirements? Does this cost money? What if the final game is to be #FOSS?
I wrote an article about my non-violent game design approach.
See it as a little sneak preview to the actual work