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Roguelike Rendering Pipeline - Layering of data
Units tests and roguelikes // Game unit testing // pragmatic unit testing
Selling consumer products is hard. Selling video games is, arguably, even harder. The market is huge but it’s also very crowded. There’s so much noise on Steam (21 new games/day in 2017 [1]) and other distribution platforms that it’s insanely tough for new game developers to figure out how to sell games and what metrics to watch. This article will go over, what I think is, the most important metric for any game launching on Steam, namely the number of wishlists.
Entity Component System programming pattern approaches explained for roguelike games
Meadows' book is foundational to systems thinking as we understand it today; it's also part of the first generation of similar books trying to make systems thinking less abstract (see also Senge's Fifth Discipline in business for example). It is not, however, readily applicable to game design.
Her book has long been a traditional entry point for people to understand systems, and was a great inspiration for me in writing Advanced Game Design: A Systems Approach. My focus there was to write a game design text explicitly based on the idea that games are systems. An understanding of sources, stocks, and sinks, and of reinforcing and balancing loops, is just the beginning; there's a great deal more that can be understood and applied in designing games as systems.
Pesonally I would put "Thinking in Systems" in the same class as Alexander's A Pattern Language; Hofstatder's Godel, Escher, Bach; Luhmann's Introduction to Systems Theory; or even Wiener's Cybernetics as sources of deep systemic knowledge useful for but not directly applicable to game design.
I do hope however that more and more game designers begin looking at their games as systems, and that understanding this way of seeing and thinking helps create more effective designs.
Monetize by having ~20 % of factions locked off at any one time. The factions rotate every x days and another 20% become locked off.
Think abt having a certain 'base' set never locked off
Simple, Easy, Ground Texture Tutorials with optional video walkthroughs (imgur.com)