November, 2015

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Thoughts On Fallout 4 And Invisible Inc’s Contingency Plan

Tom Francis

On the latest two Crate and Crowbar podcasts I talk about what I’ve been up to in these two games, and what I think of them. Here are the bits where I do that, Fallout first!

Games 52
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Holiday Sale 2015

Sirlin

As this holiday season approaches, it's the time for game sales! Starting today, Yomi is part of the Autumn Steam Sale. It's 34% off , and so is Yomi expansion too. Get it now And there's more! The Sirlin Games tabletop store has some specials. Pandante Deluxe (2nd Edition). $125 -> $99. Puzzle Strike Deluxe Bundle (comes with 3rd Edition base set, strategy guide, randomizer cards, and promo chips) $88 -> $69.

Editing 52
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Godot joins Software Freedom Conservancy

Mircosoft Game Dev

Godot is the newest member of Software Freedom Conservancy! Today we want to publicly announce that Godot has joined Software Freedom Conservancy as a member! Conservancy is now our non-profit corporate home. Conservancy is a non-profit public charity that provides a home to its member projects that develop Free, Libre, and Open Source Software (FLOSS).

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Generating Locks And Keys In Heat Signature’s Ships

Tom Francis

My summary of where we are after the last ship-generation post would be: The Drunk Snake is probably the best algorithm so far, for generating the amount of branching and length of critical path we want while looking fairly pleasing. But! There’s a lot of room for improvement. But! Improvement is getting harder: we don’t have a huge amount of control with these types of algorithms, so we can’t fine-tune things precisely without a big rewrite.

Writing 52
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Laying Out Heat Signature’s Ships: Snakey Vs Branchy

Tom Francis

Last time I covered how I taught Heat Signature to build ships out of sectors , join those sectors together, lock some of those doors, then place keycards in the right places to ensure they’re all openable. I’d got the algorithm generating layouts like this, which is great: But as I said at the end of the post, there might be a problem with this layout.

Code 52
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Teaching Heat Signature’s Ship Generator To Think In Sectors

Tom Francis

I haven’t talked about the way I randomly generate spaceships in Heat Signature since this post – before it even had actual art. That’s partly because I’ve barely touched it since then. I showed the game to developer friends and the press in LA and SF a few weeks ago, and got lots of great input and ideas, but the main thing I came away thinking was: the on-board game needs to be more interesting.

Code 52
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What Works And Why: Multiple Routes In Deus Ex

Tom Francis

Deus Ex’s appeal is often boiled down to ‘lots of options’, but obviously that doesn’t quite cover it. Right now I’m looking to redesign the ‘sneaking inside spaceships’ part of Heat Signature, so I need more than a vague line about what’s cool about Deus Ex – I need a practical understanding of specifically why it works, and why similar games don’t.