At the risk of eliciting cries of “Oh ya mug!” I’ve made a change to my projects. Whereas before I was steaming away on Kung Fu Chronicles (aka Kung Fu Legends aka that-Kung-fu-game-you’re-making), I’ve shifted projects and priorities around. I’ve discussed before some of the game engine stuff I had been working on. As a proof […]
So I promised to talk about Steam and Valve’s foray into microtransactions. Since the last installment I’ve finished Portal 2 again and played a bunch of other games. The Internet has died down and I’ve lost all the steam for my rant (pun somewhat intended). So I’ll keep this short: I think Steam is one […]
So Valve Software recently released their much-awaited sequel to Portal. Before its release they published a number of in-house generated trailers, and promoted the release with an alternate reality game. The game came out, the critics almost universally loved it, but on Metacritic, the forums and blogs there seemed to be general ire against the game and Valve in particular. I’d like to explore this to get a feel of the current games market and blow off some steam on Portal 2, the ARG, Steam and Valve themselves.
I’ve been quiet lately because I’ve been working hard on my games. I talk a bit about Kung Fu Chronicles, a burst of creativity, and my board game.
There’s gonna be a lot of awesome games out this year!
I wax a bit philosophical about Art and its relation to video games. This was prompted by Brian Moriarty’s “Apology for Roger Ebert” at GDC.
I discuss my design iterations for the game entity system for Kung Fu Legends.
Two stories about crazy coincidences and the titles of my projects.
The tension at my end of the table was incredible. Here I was, for once the only party member who had an inside scoop on what was going on, but I faced that one make-or-break question from the DM: “Well, dude, you made a decision how you’re gonna play this?” Rewind a little. Our adventuring […]
Ever since I started this blog I’ve been concerned about the intended audience. I’ve got posts on hardcore maths, and lots of posts on games and hardcore game design. While there is some overlap, I got to the point where I thought it’d work best if I split the blog in two. This blog remains […]