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Godot Visual Scripting Tutorial For Absolute Beginners

SOVEREIGN MOON

Okay, I got you to do all of this because we often find in our more advanced online course that we teach, students learn abstract concepts better if they first get their hands dirty working with the materials first. Okay, but before we jump into theory, let’s first play the game we’ve created. Want to Make Video Games?

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Sandbox vs themepark

Raph Koster

Earlier in MUD design, these zones even “repopped” all at once. It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. And we and other MUD designers were wondering how to get more of this stuff to happen without having to hand-code it all. Enter “simulationism.”

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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. It would feel terrible.

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That Lonesome Valley as cowboy coin crusher

Radiator Blog

Back in 2012, John Mix Meyer wrote "Women aren’t vending machines you put kindness coins into until sex falls out" to critique proto-PUA concepts like the friendzone. More recently, Angela Washko's "The Game: The Game" effectively merges PUA tactics and conversation trees as a powerful critique.

Pixel 52
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

This points to a general problem with treating sexual moods like immutable video game character classes. So in hindsight, a better game design analogy for sexual roles would've been "stances" or "buffs" that freely change and/or stack. However, my code randomly assigns different body types, skin colors, and clothing.

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