Wednesday, December 19, 2012
Dota 2 Holiday: the Greeviling
Sunday, December 9, 2012
Thoughts on farming casual games
I've spent some time tinking lately about farming style games and what I think of them. The basic gameplay in these games is almost exclusively clicking on something once to initiate a timer until you can click on that same thing again. This waiting game naturally provides some excitement as the moment of clicking approaches. Then you get a brief feeling of joy as you click and the reward for the action pops out.
This basic gameplay is actually a fairly good representation for a number of real world activities. For instance, in a real farm, you perform a brief action of planting a seed, then after some much longer period of time, you perform another small action to reap the reward of whatever that plant produced.
However, the vast majority of farming style video games these days seem designed almost entirely to separate the player from their money as efficiently as possible. Many gamers are offended with the genre because of this commercialization, but I don't believe that the design has to be monetized in that way. In fact games like simtower were very similar, but had a more traditional monetization through a one-time purchase.
If I find the time, I may design a game using this play style, but a much more reasonable monetization.
Wednesday, December 5, 2012
Planetside 2
Sunday, December 2, 2012
Superbrothers: Sword and Sorcery EP
I've been known to buy every humble bundle whenever they come out. I recently bought a nexus 7 and have been able to try out the android humble bundles that I had previously not played. I found a pleasant surprise in a game called Super brothers: Sword and Sorcery EP. It is a point and click (touch) adventure game with old-school pixel graphics. They do an excellent job of using the features of tablet and cell phone devices. Occasionally you rotate your device to switch between movement and combat modes. The game is broken up into a number of segments and they lead to natural stopping points which is good for short play sessions. I haven't yet beaten the game, but I keep wanting to play to learn more about the setting and the story. I recommend that anyone who can, try the game to see what they think. Here are a few screenshots from the game so you can get an impression of what it is like.
Tuesday, November 27, 2012
Wizard Fight Race Steam Greenlight
Wednesday, November 14, 2012
How to enable follow player in Dota 2
- Find Dota 2 in your steam games list.
- Right click Dota 2 and choose "Properties"
- Click the "Set launch options..." button.
- Type "-console" in the options if it is not there.
- Start up Dota 2.
- If the console window is not showing, press the ` key to get it to show.*
- Type "dota_camera_lock 1" in the console and press enter.
- Start a practice game (create lobby) to test it out and make sure it works how you want!
Monday, November 12, 2012
Towns (Steam Greenlight)
One thing I've started doing in Towns, is to set a few commands for my town citizens to follow, then walk away and let them live their lives to see what they've done when I come back. Most of the time, I've come back to a ghost town where literally all of the town citizens have been killed and ghosts have spawned from their corpses. However, as I've managed to set up a fairly well armed standing army, the last couple attempts I've been able to return to a town population that was even greater than the one when I left. Right now my recommendation would be towns over castle story, just because there is more content in towns so far. It'll be interesting to see both of these games progress to see how much fun they can be when they are finished.