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robertogreco : gamedevelopment   4

Low Poly Hex Tiles - Asset Store
"Requires Unity 5.4.0 or higher.

A set of simple 3D hexagonal tiles perfect for turn based strategy, tower defense, and roguelikes.

Includes:
- Ocean tiles, with set of foam edges
- Grass, sand, and dirt tiles with river edges
- Full road set and bridge.
- Various building objects, including city, farm, barn, and temple.
- Natural features, including forests, oases, and bones.

All models share an 8x8 pixel texture, with two alternate color palettes."

[See also: https://khalkeus.itch.io/3d-hex-tiles ]

[via: "I couldn't find a set of nice 3D hex tiles for prototyping so I made one. It's 10$."
https://twitter.com/khalkeus3d/status/883770436840038401 ]
3d  unity3d  roguelike  games  gaming  gamedevelopment  videogames  tiles  low-polyart  polygons  low-polygonart  low-polygon 
july 2017 by robertogreco
80 Days at GDC (with images, tweets) · laurajnash · Storify
"Recaps and Livetweets of Meg Jayanth's (@betterthemask) presentation."

Taking Risks

"On #80Days, @betterthemask: "my job was to tempt players into making bad choices." Oh, and also writing those 500,000 words ;)

.@betterthemask: "our goal was to teach players that making a bad strategic decision can lead to a better story" omg I'm in love

.@betterthemask talking about tricking players into making foolish decisions "because it's more fun winning by the skin of your teeth"

"It's the near-misses, the catastrophes, the daring escapes that players remember." This 100%. via @betterthemask http://www.gamasutra.com/view/news/237810/Narrative_and_design_insights_from_80_Days_writing_lead

The Dark Stuff

.@betterthemask: Don't avoid sensitive topics, but do think ethically and politically about what you're saying. #GDC2015

.@betterthemask: Slave-catching expedition is not a mechanics punishment. It's a narrative consequence for a narrative decision. #GDC2015

.@betterthemask: 80 Days deliberately deconstructs the classism, racism, and sexism of Verne's novel and steampunk in general. #GDC2015

Playing the Sidekick

.@betterthemask: The world of 80 Days turns, but it doesn't turn around you. Not being the most important person is liberating. #GDC2015

I liked the idea of the world not revolving around the main characters in the 80 days talk #GDC

Props to @betterthemask for that - playing as a minor hero was a refreshing bit of humility from the god complex of too many games n gamers.

Romance

.@betterthemask: Romances in 80 Days are important to players, but those narratives are unpredictable. Can't game the romance. #GDC2015

#gdc .@betterthemask on the value of romances that aren't skill checked and cannot be gamed

Behind-the-Scenes

I love @betterthemask’s description of approaching 80 Days as “a machine for telling stories”.

It's about READING #gosh #gasp @betterthemask

"Talking about mechanics and narrative as oppositional completely misses the point."
#80Days
- @betterthemask

@betterthemask, wonderful talk about building a strong narrative foundation while embracing constraints and collaboration. #GDC2015

On getting lost in research - 80-90% of the research @betterthemask did never made it into the game; rabbit-holes not avoided on 80 Days.

.@betterthemask: In games, you have to create your own editing process. Find a first reader & redraft. Protect redrafting time. #GDC2015

Writers: think ethically about your game writing, what you leave out is as critical as what you put in. seek criticism- @betterthemask

.@betterthemask: Hire writers early and involve them in the process! (I couldn't agree more.) Use each other's strengths. #GDC2015

.@betterthemask: Make efficient design choices; figure out how to be as lazy as possible. It's a necessity. #GDC2015

Things I didn't know about 80 Days:

.@betterthemask: 80 Days has more text than the LOTR trilogy (but not as much as the first five ASOIAF books). :) #GDC2015

.@betterthemask: Europe is all introductory. Asia adds complexity. Americas ramps up the tension. #GDC2015

So it turns out you can die tragically in @betterthemask's 80 days. Kinda stunned here http://www.inklestudios.com/80days/journeys/?id=7qwvUJqmv4&playerName=@john_brindle

Recaps

Narrative and design insights from 80 Days' writing lead
http://www.gamasutra.com/view/news/237810/Narrative_and_design_insights_from_80_Days_writing_lead.php

ICYMI @_shortgame on 80 Days, we pile on praise, mock “evocative”, fail at French and hype camels, drag, romance… http://www.theshortgame.net/36-80-days/ "
via:robinsloan  80days  games  gamedesign  videogames  gamedev  gaming  storytelling  writing  megjayanth  edg  srg  research  process  howwework  reading  howweread  text  interactivefiction  collaboration  constraints  tension  complexity  gamedevelopment  if 
march 2015 by robertogreco
A Dark Room on the App Store on iTunes
[via: http://interconnected.org/home/2014/12/14/filtered

"I've been totally immersed this weekend in the iPhone game A Dark Room -- minimalist, just text and tapping, and what a picture it paints.

Don't read any reviews, just play it with no preconceptions. Absolutely top fucking notch, best game I've played all year.

Once you have played, here's the development blog. http://amirrajan.net/a-dark-room/ " ]
games  ios  iphone  ipad  amiralirajan  gaming  edg  srg  gamedevelopment  gamedesign  applications  ios7  videogames 
december 2014 by robertogreco

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