Most of my games and prototypes lately are very board gamey and almost always involve dealing random “cards” to create a hand of cards. For example, in Subterfuge players have the choice of one of three specialists every few hours, which is similar to dealing 3 random cards and having the player pick one.| Games from Within
As a game developer, working on a project for years just to have it cancelled can be devastating. I’ve been lucky enough that it has never happened to me, but it’s an occurrence all to common in the games industry. However, having to cancel your own game after years of work is even harder. So it is with a heavy heart that I announce that I’m stopping development on Lasting Legacy.| Games from Within
There’s nothing like writing down all the rules for a game to keep yourself honest. You can quickly see if complexity is spiraling out of control, and, most importantly, you get to see if your expectations of the design match the reality of the game.| Games from Within
In the early stages of developing a game, once I have the idea and the feelings of the game down solid, my approach is to throw everything I can think of at the game and see what sticks.| Games from Within
Noel | Games from Within
I haven’t written purely about tech in a long time, but this is a particularly interesting intersection of tech and game design, so I thought I would share it with everybody. Be warned though: This is one of those posts that’s just about the thought process I went through for something and the solution I reached. I’m most definitely not advocating this solution for everybody. Think about it and pick the solution that works for you the best.| Games from Within
Noel | Games from Within
I love your blog — I really do! I’m one of the ones who complains when it’s too long between updates.| Games from Within
You’ve read the Lasting Legacy announcement, seen some of the art, got an idea about the setting for the game, and you even know about the feelings we want players to experience. But what kind of game is Lasting Legacy exactly?| Games from Within
When I start working on a game, one of the first things I decide is how will the game make the player feel. Different designers have different ways of driving and focusing the design of their games: some will use a short elevator pitch, some will use key pieces of art, some will let the mechanics dictate the rest. I prefer to use the way I want players to feel to anchor the design, and I flesh out the rest of the game around it.| Games from Within
Today I can finally announce the game Miguel and I have been working on for a while: Lasting Legacy.| Games from Within
I made zero income in my first two years as as independent developer! I was supplementing my income writing a column for Game Developer Magazine, teaching classes, and doing some contracting. I even started interviewing thinking I would have to give up the indie life and go back to work for a company. I always tell new game developers to be ready not to make any money for a while for this reason.| Games from Within
I’ve been wanting to write about the project that I’m working on at the moment, but unfortunately we haven’t been able to announce it this year, so that will have to wait until January. I could do one of those year retrospective lists, but to be honest, I haven’t played enough digital or physical games from 2016 to be very interesting or representative. | Games from Within
My tastes in board games are always evolving and changing, and 2015 was a very different year that marked a turning point for me. Looking at my play statistics, it’s clear that something changed: I played fewer games than in previous years, and, most importantly, I played many fewer new games than other years.| Games from Within
When was the last time I wrote something in this blog? It was a while ago. Hmm… Let me check.| Games from Within