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#gamedesign — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gamedesign, aggregated by home.social.

  1. Я искренне беспокоюсь по поводу «GTA VI»

    Компании Rockstar Games и Take-Two Interactive — это явно не те люди, за судьбу чьего творения стоит переживать. Любое детище «Рок-звёзд» после «GTA III» автоматически заносится в стан культовых проектов индустрии (даже такие спорные вещи, как «Red Dead Revolver» или «Manhunt 2»), а чтобы описать масштаб культурного феномена серии «Grand Theft Auto», потребуется материал размером с увесистую монографию. Rockstar уже заработали сотни миллионов долларов на одних только предзаказах шестой части франшизы, а что ожидает мир на релизе игры, страшно представить — множество людей готовятся брать больничные и отпуска, а люди конспирологических взглядов на мир видят в этом попытку отвлечь человечество от насущных проблем (что очень в стиле второстепенных героев серии). Не хочу делать вид, будто я кардинально отличаюсь от массового игрока — я, как и многие, рос на этих играх и хочу вновь окунуться в мир истинного американского безумия и беззакония. Однако за прошедшие со времён пятой части 13 лет прошло много времени и новых игровых опытов, чтобы не начать переосмысливать наследие безусловно великой серии. Многие привычные для этих игр элементы, которые были простительны в эру шестого поколения приставок, почему-то обнаруживали себя в играх предыдущего десятилетия. А успех сначала сингловой, а потом и онлайн-составляющей «GTA V» мог дать разработчикам и сценаристам впечатление, будто всё хорошо и в изменении не нуждается. Я уже давно хотел выразить искренние опасения по поводу предстоящей новинки, так что не думайте, что это просто попытка присосаться к хайптрейну недавно прокатившихся утечек геймплея и расширенного показа геймплея. Ни то ни другое не смогло в полной мере избавить меня от сомнений в том, что Rockstar не повторит ошибок «GTA V» и «RDR 2» — игр, которые в своё время оставили смешанное впечатление (чего не ожидаешь от проектов такого масштаба). Итак, приглашаю скоротать время перед релизом гиганта индустрии за ретроспективой не самых удачных геймплейных и сценарных решений компании, которые преследуют их последние детища. «You picked the wrong house, fool!»

    habr.com/ru/companies/ruvds/ar

    #gta #gta_v #gta_vi #gta_online #gamedesign #ruvds_статьи

  2. I'm still sick, but I went through my posts about collaborative MMO play and I think it still holds up. It's a fun way to think about creating play in slightly nonstandard ways.

    What I like most about it is the natural way it expands player options as more players congregate.

    For example, if smelting ore in the sun's heat is the most efficient thing going right now, how many players are smelting near a solar jump point will depend on how many players are active-

    #GameDesign 🧵

  3. Although the visualizer is still a bit rough, I've put together an index page where you can now download maps/stats, but also go straight to visualizations of exploration traces for the games I've been mapping (mostly Metroidvanias). The visualizer doesn't show multiple links or complex requirements well yet, and layouts are a challenge. But you can click around and see stuff, and the CSV files have interesting stats now (just submitted a paper for EXAG 2026 talking about metrics for discrete exploration games).

    cs.wellesley.edu/~pmwh/mvmap/m

    #Games #GameDesign #Metroidvania #Maps

  4. Although the visualizer is still a bit rough, I've put together an index page where you can now download maps/stats, but also go straight to visualizations of exploration traces for the games I've been mapping (mostly Metroidvanias). The visualizer doesn't show multiple links or complex requirements well yet, and layouts are a challenge. But you can click around and see stuff, and the CSV files have interesting stats now (just submitted a paper for EXAG 2026 talking about metrics for discrete exploration games).

    cs.wellesley.edu/~pmwh/mvmap/m

    #Games #GameDesign #Metroidvania #Maps

  5. Although the visualizer is still a bit rough, I've put together an index page where you can now download maps/stats, but also go straight to visualizations of exploration traces for the games I've been mapping (mostly Metroidvanias). The visualizer doesn't show multiple links or complex requirements well yet, and layouts are a challenge. But you can click around and see stuff, and the CSV files have interesting stats now (just submitted a paper for EXAG 2026 talking about metrics for discrete exploration games).

    cs.wellesley.edu/~pmwh/mvmap/m

    #Games #GameDesign #Metroidvania #Maps

  6. Although the visualizer is still a bit rough, I've put together an index page where you can now download maps/stats, but also go straight to visualizations of exploration traces for the games I've been mapping (mostly Metroidvanias). The visualizer doesn't show multiple links or complex requirements well yet, and layouts are a challenge. But you can click around and see stuff, and the CSV files have interesting stats now (just submitted a paper for EXAG 2026 talking about metrics for discrete exploration games).

    cs.wellesley.edu/~pmwh/mvmap/m

    #Games #GameDesign #Metroidvania #Maps

  7. Although the visualizer is still a bit rough, I've put together an index page where you can now download maps/stats, but also go straight to visualizations of exploration traces for the games I've been mapping (mostly Metroidvanias). The visualizer doesn't show multiple links or complex requirements well yet, and layouts are a challenge. But you can click around and see stuff, and the CSV files have interesting stats now (just submitted a paper for EXAG 2026 talking about metrics for discrete exploration games).

    cs.wellesley.edu/~pmwh/mvmap/m

    #Games #GameDesign #Metroidvania #Maps

  8. You know what, I was thinking. In MMOs with PVP focus, inducing players to tend to go certain places is a core facet of making the PVP happen at all.

    I was thinking - what if we had a better cooperative framework and did cooperative multiplayer PVE the same way?

    Instead of always relying on a party system and centralized mission setups, what if we allowed for organic cooperative player content in the same way as some games allow for organic PVP?

    #GameDesign 🧵

  9. Until recently, the GitLab CI configuration of the Dry game engine ran with the deployment target setting at its default 'native' value. Now that this has been changed to 'generic' - and all itch releases have been updated accordingly - our games and tools should run on a wider range of CPU architectures. If you were previously disappointed running into an "exec format error" and didn't want to be bothered with going through the compilation process locally, it's worth giving them another try.

    This includes the 3D platformers Tux! and Blip 'n Blup, a rhythmic maze game called A-Mazing Urho, the twin-stick shooter heXon, a board game called Quatter and the vehicular soccer game by the name of Open Saucer - all of which have local multiplayer features - as well as LucKey Park, a theme park construction game and two editors called Edddy and ManaWarg. All are fully free and open source software.

    itch.io/blog/1644873/architect
    luckeyproductions.itch.io

    #foss #floss #libre #games #gaming #gamedev #gamedesign #libregaming #3D #Linux #3dplatformer #platformer #rhythm #maze #boardgame #soccer #multiplayer #themepark #rollercoasters #mapping #fail

  10. All characters are hand-crafted by a fine arts teacher who is also a gamer. The art of Whisper of the Veil is truly unique.

    whisper-of-the-veil.netlify.app

    #PixelArt #RPGGame #IndieRPG #Fantasy #Gaming #GameDesign

  11. KDS Foundation @kierendaystudiosofficial.wordpress.com@kierendaystudiosofficial.wordpress.com ·

    How Do You Build a Game Development Business as a Solo Developer?

    Building a game is an incredible achievement.Building a business around game development is an entirely different challenge.Many indie developers spend years creating amazing games, only to discover that making a great game does not automatically create a successful business.Players need to discover the game.Communities need to form.Revenue needs to become sustainable.This raises an important question.How do you build a game development business as a solo developer?The first step is thinking […]

    kierendaystudiosofficial.wordp

  12. 1/ It’s happening🚀 We’re launching a #kickstarter for our new #game Diddly. Let’s do Diddly🥸 - Part strategy game, part puzzle challenge, and part pure chaos, Diddly is designed to be easy to pick up, hard to put down, and a whole lot of fun with friends and family. Love #WordGames? How about a word game with #puzzles and #trivia? I know, what’s not to love?

    Developed by Trilobyte Games, Diddly is a game show experience for people who love word games, trivia, puzzles, and friendly competition. Unlike many modern games, Diddly embraces a more handmade, retro-casual spirit. It’s colorful, quirky, competitive, and intentionally designed to feel like the kind of clever game you might have discovered years ago and kept coming back to ever since.

    Diddly was designed and created by Peter Oliphant and Rob Landeros, two longtime game industry veterans with a few groundbreaking classics under their belts. #gaming #RetroGaming #GameDev #MastodonGaming #Games #GameDesign #Game #GameNight

  13. I started a Dvorak card deck to start playing with my family this weekend. Dvorak is a loose set of rules for creating a card game as you play. The game evolves with each play as players design cards to nullify, combo off, or nullify cards already in the deck. The game is really an excuse to be creative with a group and has a tendency to create inside jokes and create group lore.

    #DvorakGame #CardGames #FolkGames #GameDesign

    dvorakgame.co.uk/index.php/Mai

  14. Just stumbled across a preview for #MastersOfAlbion, the new #godgame from Peter #Molyneux and #22Cans. It mixes #citybuilder, #towerdefense and god game mechanics, very much in the spirit of #BlackAndWhite and #Fable. Currently in #EarlyAccess on #Steam.

    #BlackAndWhite was one of my favourite games ever, and even though Molyneux does not always fully deliver on his promises, he remains one of the most important and visionary people in #gamedesign. That alone makes this worth watching.

    The preview is pretty honest though: #AI is dumb, lightning powers miss constantly, towers barely shoot, and the interface is clunky.

    Promising but clearly unfinished. Watching from a distance for now.

    rockpapershotgun.com/a-little-

    #Gaming #Strategy #PCGaming #EarlyAccessGame #PeterMolyneux

  15. We’re working on a big new feature!

    We’re building a procedural map generator, and here’s a look at our first version. What do you all think about it?

    #gamedev #indiegame #indiedev #coopgames #coopgaming #gamedesign #indiegamedev #multiplayergames

  16. New Playtest - Monday, February 16th!

    Come join us and help shape the game with your feedback.
    Grab some friends and jump into the chaos!

    #gamedev #indiegame #playtest #indiedev #coopgames #coopgaming #gamedesign #newgame #indiegamedev #multiplayergames