Weekly deep dives into topics of gaming, game design, and the politics that underly it all. New episodes every Thursday. @joelgckallstrom + @tsraveling
With @tsraveling getting deeper into #gamedev, this new season will be heavily design-focused. Here we compare the narrative mechanics of @telltalegames, @discoelysium and @Obsidian Pentiment. Also, Tim returns to the C++ language in @godotengine. https://t.co/qx9c5JidGY
Today small children in Gaza are dying of starvation.
Just a mile away hundreds of trucks sit full of food.
The IDF blocking them entering.
This is the face of the Israeli regime - evil beyond comprehension.
Part two of our conversation with @nictringali (maker of @BithellGames The Banished Vault). They go deeper into: design and prototyping, testing, victory conditions and that delightful old school manual. Check it out wherever you get podcasts!
https://t.co/OYvFyzyyF7
We interviewed @nictringali - maker of The Banished Vault, published by @BithellGames - about early influences, board games, complexity budgets and more! Great conversation. Check out part one here, or search Seria Ludo wherever you get podcasts.
https://t.co/RX6qlyiev0
@2TonStudios Puts me in mind of these half-remembered games from the HyperCard Macintosh era, early 90's-ish. God I loved those inscrutable bastards of games.
@Gyakuten16@JeremyPenter The @TechnomancerRPG for me - which I played on the strength of the ACG review. Still my favorite RPG combat, with its switching between styles.
So, a🧵from someone who has an inkling of how these things come about, and for those who might be interested to know how to avoid it. This isn’t a narrative issue in the way it might appear. IMHO it's come about due to narrative/level design & object placement misalignment. 1/16