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I've been working on the Codex card game for a lot of years, and it will finally be up on Kickstarter early next week. Instead of having just a deck of cards, you actually bring a "codex" of cards to the game, and that's the card pool you can pull from. You build your deck from that as you play, and there's a couple turns of lag time between when you add cards from you codex to your deck, and when you actually play them.
After a long, long time in development Godot 2.0 is now in beta! Godot 2.0 Beta features a new interface, and a huge amount of usability improvements. It is also more stable than ever, with hundreds of bug fixes and small enhacements. Please test this version out heavily and report any bugs you find! If your favorite bug has not been fixed, please post it to GitHub or (if already there) update it expressing your desire for it getting fixed for 2.0 stable.
I just read Zach Gage’s post proposing some changes to the IGF. My summary of his problems with the current system would be: For ‘best audio’, it’s not clear whether jurors should a) prioritise audio alone, or b) take into account the quality of the rest of the game and how important audio is to it. Currently jurors usually go with b), which “leads to games that are very well designed making it into multiple categories”, reducing the number of distinct games r
There's a new episode of my Raw Game Design podcast up for my ($10+) patrons, here. This podcast series is part of my thank you to all those who support my various projects on Patreon. That same podcast link also has links to all the other episodes of Raw Game Design too, btw. In this episode, I discuss an advanced kind of fighting game AI for the upcoming Fantasy Strike fighting game (playable builds for that available for higher tier patrons, btw).
Thank you to all the patrons supporting the Fantasy Strike fighting game. The $25+ patrons are getting builds of the game as we go (latest build here ), as we aren’t actually ready to show the game publicly yet. In the meantime, your support is helping us keep going to the point where we can eventually get a lot more players involved. Our team is incredibly grateful.
We discuss the release of Starcraft 2's third expansion, Legacy of the Void. This is a look back at what we liked about Starcraft from the very start, what things Blizzard changed for the better over time, and what things we think they really should also have changed too. Starcraft is a very difficult to play game, and we complain that while some of this difficulty is great and makes the game interesting, other sources of it seem totally out of place.
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