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Joined 1 year ago
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Cake day: July 1st, 2023

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  • The one mechanic is similar, yes. But the gameplay and exploration are drastically different.

    I can’t praise the game enough… it’s just so good.

    For example. You’re in a dungeon and then it happens and you go back.

    In some ways something happens when you’re pulling on some thread. There’s no dungeons, no goal (explicitly). You are exploring and as you learn more you realize there’s areas to check out because they’ll answer some question you have about what happened or why something is the way it is.

    In this case perhaps the mechanic occurs and you find yourself briefly annoyed. But then you go back to the spot, this time things are in a different place and state and you realize something happens that allows you to go further which leads to another thread/mystery.

    And then you’re off. As time goes on you learn to accept and then even invite it. More and more you unravel deeper mysteries, learning what and why and then seeing earlier conclusions in a new light.

    Why it’s happening, how it’s happening, what can be done and can’t, etc. it’s really a one of a kind experience.




  • Marketing Consultant: No, King Condiment, you can’t put red in red on an ad. They won’t see it. They’ll wonder why you’re selling a gun to shoot at food.

    The King: But it’s great advertising!

    Marketing Consultant: No, that’s not a great marketing ad.

    The King: But they can still use red for ketchup right?

    Marketing Consultant: Of course. And your instructions can tell them which is for which.

    The King: It’s so confusing!

    Marketing Consultant: It is. And if you had hired us before manufacturing millions of these we could have told you about using another base color with red and yellow grips and triggers. But you didn’t and so here we are.










  • I don’t write games but a lot of people that do often say something similar. Do play tests for the concept/mechanics.

    This way you don’t spend time/energy and resources on art and assets that won’t be used, etc.

    Similar to a minimal viable product in regular dev or, perhaps a better analogy, technical demos.

    You want to write a site or app that fetches API data for GPS, calendar and Weather and show them together? You don’t start with the UI. You start with:

    • Can I get the GPS coordinates
    • Can I call another API and get the weather for those coordinates?
    • Can I get the coordinates or other info for some future location?
    • Can I send that to get the weather?

    Once you know you can and that it “works” you build around it.

    So like you said. I have boxes, and this other box (or static PNG of a cat) moves around them and when I move this way it drops the box down on another box.

    Does that work? Does it feel “fun” to arrange them? No, it feels tedious or can’t get the collision right? Then let’s try a different angle or taking the part that did work and iterating on it.

    This also leaves you open to random bugs that end up being “fun” when you lean into them.

    Game Makers Toolkit has some good videos on his journey making “Mind over Magnet”. Here’s the playlist.

    https://youtube.com/playlist?list=PLc38fcMFcV_uH3OK4sTa4bf-UXGk2NW2n

    There’s also PirateSoftware whose entire stream is devoted to “go and make games”





  • Or praying the space ship flies true.

    I remember there was an Easter egg but I can’t recall if it was related to no disc and then loading an audio cd or something else. You’d have a small space ship flying around and towards and away from the screen almost like a screensaver.

    It’s been almost 30 years though so I’m a little hazy on the details.

    It’s bugging me that I can’t find it online anywhere.