21 |
Dec.
2008
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HANDHELD REMAKES :: The Archive
Tons of retro games of the simplest kind
Tons of retro games of the simplest kind
07 |
Dec.
2008
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These pages contain a whole bunch of stuff about my personal philosophies on game design, and the state of game design. It leans heavily towards making a fantasy pre-industrial age MMORPG that is realistic, believable, balanced, and immersive. Some of these ideas and suggestions are applicable to all types of game design in any genre, from pen and paper to the MMORPG model. Some of them are specifically geared for computer-based systems. Some of them require server and wide area networking technology that is about 3 generations away.
29 |
Oct.
2008
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Data generated as a side effect of game play also solves computational problems and trains AI algorithms.
20 |
Oct.
2008
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02 |
May.
2008
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James Robinson, aka Casino Jack on the forums and creator of Multiball shares his experiences and advice on how to market a Flash game. Once the game is done, how do you distribute it to the world so you can get more people to play it? James fills us in on the answers and provides great resources.
05 |
Feb.
2008
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What follows is a scrap of trivia. My collection of RPG plots, in abstract form. I built this by examining the premises of hundreds of published adventures for all systems (including those systems dear and departed from print), trying to boil them down to common denominators.
28 |
Jan.
2008
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30 |
Oct.
2007
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