Use the fibonacci sequence to design simple, clean systems that people will find pleasantly compelling.
Use the fibonacci sequence to design simple, clean systems that people will find pleasantly compelling.
Great boss fights come from good planning, so learn how to plan correctly.
Design happens in cycles, not steps.
A simple way to simplify communication about distance.
There is no truer test of the combat designer than a boss.
Learn what makes combat fun through the analysis of goals, intentions, and constraints.
“Nothing moves forward in a story except through conflict.” – Robert McKee
I have worked on five games in the past six years. I have written countless word documents, set up countless excel files, modeled levels, written code, and even drawn a few maps; but I cannot show you any of this.
Thoughts and practical applications of the wonderful ideas presented in Predictably Irrational.
(the following is a reworking, and expansion of my comment on an earlier AltDev article. It got me thinking, so I thought I’d respond in full)