Yesterday I streamed three post-mortems in one crazy video (with some technical difficulties please be prepared), but while I had collaborators on with me for the HMDL issue 0 exhibition & for Yrkkey’s Paradise… Dungeon Bounce was a game I designed alone for the #ChainLetterJam. On-stream with sylvie & torcado, I got to hear themContinue reading “Design notebook for the inception of a jam game: Dungeon Bounce”
Author Archives: droqen
Nemesis
I joined the Nemesis Jam on a punkish whim, and because something about the Nemesis system had always appealed to me. Just a few weeks prior I had been having a conversation with Asymmetric Publications’ Zack Johnson about how it was odd that everyone had praised the Nemesis system’s amazing possibility space and yet nobodyContinue reading “Nemesis”
AI, Playtesting, & Posting! (January postmortem)
The first month of 2021 is just about over, and I’m doing a little retrospective/postmortem/whatever on what I got up to this month! AI (and Personality) Who’s the best Tic-Tac-Toe AI? by droqen I made and released this small project that got a bunch of nice comments (both on the itch page and on twitter).Continue reading “AI, Playtesting, & Posting! (January postmortem)”
Designer/programmer problems: I habitually work on code instead of design
Writing code to make videogames has been a part of my life for a ridiculously long time, an absurdly large portion of it. I learned Visual Basic when my age was in the single digits and I like math; programming is second nature to me. I had a conversation with a non-programmer lead game designerContinue reading “Designer/programmer problems: I habitually work on code instead of design”
“Truckle gluttony” might have solved my relationship with twitter. (Or I’m just in a very creative form of denial.)
I’d like to take the opportunity to say “I don’t like this blog post anymore”. I am glad that I recognized this problem, but so what? I needed a solution. I think I’ve started to find one. The answer is complicated and unfinished, but if I ever figure it out maybe I’ll write a newContinue reading ““Truckle gluttony” might have solved my relationship with twitter. (Or I’m just in a very creative form of denial.)”
Should I continue to dream of impossibly large and complex worlds?
I tweeted this mockup last month. 🔚 It seems so easy to imagine and even implement some dreamy mechanics, but so hard to really put them together and make a genuine game out of them.
Individual Language: Demons & Other Things
What do you call a word that was invented expressly for individual use? The perfectly ironic thing is I couldn’t find a word for this; a neologism is at least etymologically defined by its new-ness, so an established piece of personal language need not apply, and a protologism is even more explicit about being aContinue reading “Individual Language: Demons & Other Things”
Games Are Toolkits
They belong in the real world, between people.
What Would Joel Goodwin Do? Another Year, Another Blog :P
Every year or three I find myself pining for a better blog backend — they all seem plagued by one problem or another. But, I had the same problem a couple years ago, when I wasn’t entirely settled on Unity and I wasn’t happy with any of the other options. I did finally land onContinue reading “What Would Joel Goodwin Do? Another Year, Another Blog :P”