05 May 2016

GG Podcast S9 E12: “Delving into Game Design”

Play Episode: Subscribe on iTunes — Subscribe on Google Play Music — Subscribe via RSS It feels like it’s been a while since I’ve released an episode of the podcast and, well…Technically, it has been a while! A couple weeks ago I had to go out of town for some required military

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08 Apr 2016

GG Podcast S9 E10: “Down to Design”

Play Episode: Subscribe on iTunes — Subscribe via RSS Game design is a topic that I am very passionate about, even though it is something that I’ve only somewhat delved into personally. Over the last 16 or so years, I’ve on-and-off messed with various programs, and to-date the only one

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01 Apr 2016

Hyper Light Drifter and the Growing Problem of Indie Games Being Too Hard

I’ve been grumbling from my soap box for weeks that indie games are too hard. Rock, Paper, Shotgun has recently echoed my sentiments to a much larger audience and I have to say that I think it deserves the signal boost. I think there’s a lack of quality control and

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18 Feb 2016

[GCS]Designing difficulty into your game: Variance. Part 1 of 3

When adjusting difficulty, there’s much more than observing how hard or soft an enemy hits a player-character. Enemy strength matters, but games usually have too much complexity. Viewing difficulty in your game as only one dial to be cranked up or down is insufficient. Difficulty can be looked at as something that

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12 Feb 2016

Indie Devs: Let’s take a hard look at how your hard-game may not benefit you.

This post contains a hypothesis I’m interested in researching more to support or denounce my ideas that Indie developers may be concentrating too much on fads that really don’t benefit their games and they largely come from players – who one should not really listen to when it comes to

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05 Feb 2016

GG Podcast 09-03: “RPG Maker MarVelous!”

Play Episode: Subscribe on iTunes — Subscribe via RSS This time around, my good friend and current co-host Jeremy Stratton and I spend some time talking about Degica’s latest offering for would-be game developers: RPG Maker MV. This one released late in 2015 and has a ton of features that weren’t

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19 Aug 2015

“Mapping the Way to Release” [GCS — Zelda Classic]

This week for Game Creation Station, I want to talk about a good problem to have: a finished product that you are ready to get out there to the world. This appealed to me as a good topic to write about because I am in the final touch-up stages with Episode I

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05 Aug 2015

“Developer Fatigue & Burnout – How to Cope?” (A GCS Special!)

Developer fatigue is no laughing matter. In fact, next to funding issues I’d say it’s the second major reason that a plethora of projects (fan-made all the way to AAA) don’t see the light of day. Over the years, I’ve seen a ton of fan-games and indie games that looked

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29 Jul 2015

Game Creation Station: City Bound

I ended my last column by discussing my intentions about starting a game design document. I’m still working on that, but it isn’t something that is completed yet. This week I think I’ll forgo talking about story and game design and dive back into the RPG Maker XP toolset. I’ve

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22 Jul 2015

Zelda Classic: Puzzled about Puzzles! [GCS]

The other day, while I was working on Zelda: Sword of Moria, an interesting revelation occurred to me: It’s a lot harder to design puzzles and challenges for games than it is to simply get through them. You see, I was working on a puzzle in a new dungeon I

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