Flashdevelop Solarized Dark UI color scheme

I noticed that FlashDevelop now supports custom UI themes (it used to only support syntax color schemes I think…). I began looking for a nice dark theme but didn’t find one, so I decided to make one.

It doesn’t seem possible to customize all the colors, for example the gray borders and the scrollbars, but most colors can be changed.


The colors are based on this file by David Pierce https://github.com/dapierce/flashdevelop-colors. I altered the scheme a little bit to suit me better: darker background and other selection and highlight colors. I also changed the font to Consolas (since I didn’t have Source Code Pro).

Syntax color scheme: DK_Solarized_Dark_Syntax.fdz
UI theme: DK_Solarized_Dark_UI.fdi

Run them with FlashDevelop, or import them with Tools > Select UI Theme…
You may need to restart FlashDevelop for all colors to take effect.


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diaemyung: Have a great day


Have a great day

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Galcon 2 – beta29 – Major update & tournament

Ahoy again! Another exciting update is ready to check out. Backers can download it for Windows, Mac, Linux, and Android. iOS version will be in email (sorry to people who signed up late for TestFlight, I’m out of slots.)

Tonight at 8pm MST I’ll be hosting the beta29 Tournament. Try to join in!

Following are the highlights from over 100 changes in the game, overhauling just about everything.

Zero Lag
I decided to do some serious re-working on how the client and server interact, and I’ve updated the game to simulate zero lag when you play. It makes the game much more responsive!

Good Game
I’m excited to introduce this new feature – whenever a player makes an in-app-purchase, they will be given a cache of bonus coins. After a good match, tap the “Good Game” button to award some of these coins to the players.

Help section
I’ve added in documentation for all the nitty gritty of Galcon 2 right into the game. Find out how betting works and what chat commands are available.

Trophy Vault
Get ready to start building the worlds largest trophy cabinet! The trophy vault allows for multiple levels, so there’s no limit to how many trophies you can showcase.

Drop-In feature
In most game times, players can now drop-in mid-game and join the action. Once a server is full, or in a tournament, or with active bets, drop-ins are no longer allowed.

Stats Rework
I’ve consolidated “Progress” and “Experience” to a single “XP” stat to earn stars. The flags don’t decay and are used for match-making. Lastly the wings never decay.

There are dozens and dozens of more things. Here’s a few more bullet points:

- Tournaments – multiple admins, multiple servers, cross-server approvals
- Chat bug fixes – Multiple tab completion, iOS fixes “.commands”
- Lobby improvements – UI, icons, smarter timer, away/play spam lock
- Store – 30 day and Forever purchases. Sectors now free.
- iOS – fixed crash on resume, fixed some orientation bugs

Thanks for all the feedback, it’s been a huge help in figuring out what needs to get done to Galcon 2 to ready it for launch! I’m hoping to get this into open beta very soon now!

As always, please leave some feedback on the forums!


P.S. I’ve reset the stats, inventory, coins again. I’ve given coins to everyone who has an account. These are not the coins you purchased yet.

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Cutest little kitties

Cutest little kitties

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musingsofanawkwardblackgirl: AHHHHHHHHHHHH



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zacktherippercosplay: Myself(zacktherippercosplay) as Jack…


Myself(zacktherippercosplay) as Jack Frost Cosplaying as Elsa
And my friend Julie as Elsa Cosplaying Jack Frost!
Metrocon was super CHILL! ;p

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Game Design Workshop Wednesday Exercise 1.1: Become a Tester #GDWW

Welcome to the first exercise of the Game Design Workshop Wednesday series!

Each week, I’ll go through an exercise from Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. Fullerton suggests treating the book less like a piece of text and more like a tool to guide you through the game design process, which is why the book is filled with so many exercises.

The first chapter explains that the role of the game designer is to be an advocate for the player. Playtesters are essential for the feedback they provide because otherwise you are designing games in a vacuum. If you don’t bring in playtesters early in the design process, you will have no idea how your game will be received when other people finally do play it.

And so exercise 1.1 challenges you to take on the role of a tester. Play a game, and document what you are doing and how you are feeling.

I chose to play FTL: Faster Than Light, the space-based roguelike from Subset Games. I purchased it a couple of years ago, but I saw people mentioning online that it had some updates, so I fired the game up again.

My First FTL Game Over

I started a new game, and I noticed that there was an option to enable Advanced Edition Content. I opted to leave it disabled for this playtesting session. I left the difficulty on Normal, and I hit Start.

I read the brief text telling me that I’m trying to get data to the remaining Federation fleet before the Rebels can catch up to me. It occurs to me that I’m the kind of person who roots for the underdog, and I wondered about the design choice of being on the side of the presumably better-equipped and much larger Federation.

I remember I preferred to have one member of the crew in the shield room, so I reassigned the one from the engine room. I found that a good part of the game was spent moving crew around to repair damage, put out fires, fight off invaders, and enhance capabilities such as those shields. I don’t remember if the hotkey to assign people to specific stations was there in the original game before the updates, but I just noticed them this playthrough and really appreciated it. When new crew members joined the ship, I found myself assigning them to their strengths, juggling responsibilities if needed.

Rather than risk the lives of my crew to out-of-control fires, I found I liked the idea of venting the air out into space by opening the doors and waiting. I lost too many good people in multiple playsessions before I learned that lesson.

When it came to jumping from one beacon to another, I thought about how I made the decision of which one to choose. While I kept the approaching rebels in mind to make sure I didn’t dawdle, I found that I preferred circuitous routes in order to get more opportunities to answer distress calls and collect supplies. I only took more direct routes to the exit beacon when I was my hull was badly damaged and I wanted to avoid as much interaction with the locals as I could.

After arriving at a beacon, there would be a random encounter. Sometimes it was a fight with a pirate or rebel scout. If I had a choice, I found myself coming to the rescue of another ship or attacking slave drivers. It seemed that despite the main mission, I made choices based on principle and morals. Well, most of the time, at least. I needed to ensure I survived, so the times I chose not to enter a fight were the times I couldn’t.

Sometimes I jumped instead of fighting so I could live to fight another day. Sometimes I fought rather than surrender needed supplies.

Often, I died. So much dying. If I was juggling crew members at the start, it’s nothing compared to frantically trying to move the lone surviving member of the crew from one fire to another while the ship has been boarded and the enemy ship is still attacking while your own weapons are down. He or she could not repair anything fast enough before the lack of oxygen or lack of hull ended the game mercifully.

During a fight, I had to choose which room of the enemy ship to attack. I liked knocking down their weapons, which saved my hull while I continued the attack with impunity. If it was a scout ship revving up its FTL drive to alert the rebel fleet, I would try to attack the engines to stop it. Sometimes I found that I couldn’t get a missile past the drone defending the ship, so I started striking at the drone control room to disable the drone. I sometimes attacked shields, but often I found that my multi-shot lasers would knock them down and still get some hits in, so early in a game I focus on weapons instead.

If I collected enough scrap, I could upgrade the ship. Did I improve shields? Weapons? Engines? Do I improve them now, or wait a little longer in case the scrap could be used on better purchases and upgrades later? If I waited too long, I would fight stronger and stronger ships until they badly outclassed me, but if I upgrade too soon, I might not be able to afford new crew members or better weaponry if I find a store.

When I did get new weaponry, I found new attack options opened up. Attacking empty rooms means bonus damage? Well, ok then. Also, if I upgraded my sensors, I could see the enemy crew on their ship, so I could purposefully try to attack them if I see they are weak. Fewer of them means less opportunities to board my ship or repair theirs.

Every so often, I come across a quest marker. For instance, I was asked if I was willing to defend a space dock from a rebel assault. Well, why not? The fight was easy, and I get a reward. Or I would have, had the rebel fleet not overtaken the area where I would go get my reward. Oh, well.

When I find myself in rebel fleet space, the battle is intense. There’s no quarter given or taken, and I find myself frantically trying to repair hull breaches and engines to jump away to safety, but I rarely succeed.

When I do lose the ship and the total score is tallied, I see how this session compared to previous sessions. I want to get a higher score, and I also want to make it past the latest sector I’ve arrived at. It’s enough to make me want to replay each time.

So there you have it. I documented my experience playing FTL, and I gained an appreciation for just how much is going on in this game. If you participated in exercise 1.1 on your own, please comment below to let me know, and if you wrote your own blog post or discuss it online, make sure to use the hashtag #GDWW.

Next week, I’ll be writing about a game that was “dead on arrival”, talking about what I didn’t like about it and how the game could be improved.

Game Design Workshop Wednesday Exercise 1.1: Become a Tester #GDWW is a post from: GBGames - Thoughts on Indie Game Development

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nevillegonnagiveuup: endless list of films with gorgeous…


endless list of films with gorgeous visuals → Treasure Planet (2002)

Dang it, Jim. I’m an astronomer, not a doctor! I mean, I am a doctor, but I’m not that kind of doctor. I have a doctorate, it’s not the same thing. You can’t help people with a doctorate. You just sit there and you’re useless!

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More Game Mechanic and Algorithm Visualizations

Sometime back, I wrote about GameMechanicExplorer, which was a new site that allowed you to explore game mechanics interactively.

Seeing a new technique represented in a visual space can help make it easier to understand, especially if the math or algorithm is complex.

If you’ve ever done searches online for game development, you’ve probably come across Amit Patel’s website, which acted as a public set of bookmarks for various game development resources.

RedBlobGames 1

In the last year, he started posting interactive visualizations to explain topics such as lighting and visibility, A* pathfinding, probability, and using noise to make procedural generation look natural, among others.

RedBlobGames 2

I enjoyed his article on procedural map generation in the past, but being able to see (and hear) how noise works and learning about the different kinds of noise in one place is amazing.

In general, you can find a lot of great game development resources at Red Blob Games, but these new visualizations add a lot of value. Thanks for posting these, Amit!

More Game Mechanic and Algorithm Visualizations is a post from: GBGames - Thoughts on Indie Game Development

Posted in Game Development, Geek / Technical | Comments Off

Berlin guide for intellectuals, part 1.

Berlin: "Capital city of Germany.  Poor but sexy.Intellectual: "A person who places a high value on or pursues things of interest to the intellect or the more complex forms and fields of knowledge, as aesthetic or philosophical matters, especially on an abstract and general level."

Part 1) A mini guide to Berlin for geeks, nerds, makers, and other thinking misfits.  I'm trying to list things here unique to Berlin, and Germany which may pique the interest of the intellectually curious.
I'm mainly writing this for my many friends who are visiting over the summer... but if you have any tips, or URLs to interesting things please email me ( rene@f0o.com ) or leave a note in the comments. Thanks! I have a *lot* more to add, but this is a good start I think. Hope someone finds it useful.  Sorry for the pretentious name ;)

Club Mate

Do you have any more of that disgusting energy drink? It’s gonna be a long night.” — Julian Assange

Move over coffee!  Each serious intellectual movement has its drug of choice, and that is no different in Berlin.  Where the drink of choice amongst makers is Club Mate.

“It tastes like cold tea and cigarettes.  Like when someone puts their cigarette in your cup of tea the night before, and you drink it in the morning by mistake.” — Anonymous friend.

Berlin Philharmonic

The Berlin Philharmonic was voted the worlds number two orchestra in 2008, and ranked as top 3 in Europe by mumble mumble... The exact awards they won escape me, but they are FUCKING GOOD.  That is the main point, and you can go to see them.

The schedule, and tickets can be found at the The Berlin Philharmonic website.

 Berlin Philharmonic Orchestra in 2006. Photo by Monika Rittershaus.
(Philharmonie on summer break until 30th August)

Deutsches Technikmuseum Berlin

But didn't the USA invent computers?  And aeroplanes, and the wheel?” — Me.

Section of the Z1 replica
In fact, the information age can be said to have begun in the 1930s, within walking distance of the German Museum of Technology. In Berlin-Kreuzberg, the inventor Konrad Zuse built the world’s first computers. On the occasion of his hundredth birthday, the museum’s Department of Computing and Automation is presenting a newly conceived permanent exhibition: in the space of roughly 300 square meters (over 3000 square feet), the life and work of Konrad Zuse are presented in six thematic units and placed in the context of the worldwide history of technology.” -- Mathematics and Computer Science exhibition.

The Z3 computer (made in Berlin) was "the world's first working programmable, fully automatic digital computer".  The Deutsches Technikmuseum Berlin has a display devoted to its maker, Konrad Zuse.

Computer play museum

We were walking down around here earlier, and damn!  It's like New York in the 80's.  So fresh.” — They Might Be Giants.
A museum dedicated to play and computer games?  Why not?

Our new permanent exhibition “Computerspiele. Evolution eines Mediums” ("Computer Games. Evolution of a Medium") opened on the 21st of January, 2011. Over 300 exhibits, including rare originals, playable classics and art works from the game-art sector and interaction performances, conspire to turn you into “Homo Ludens Digitalis", so that you can create your own image of the game players of the 21st century. Experience a historical journey with highlights for every generation.

Computerspielemuseum Karl-Marx-Allee 93a, 10243 Berlin

Chaos computer club.

A hacker club with its origins in the 80s named after Chaos theory.  You may want to disable your wireless and mobile phone before visiting any of their events ;)
Forkbomb tattoo
The Chaos Computer Club e. V. (CCC) is Europe's largest association of hackers. For more than thirty years we are providing information about technical and societal issues, such as surveillance, privacy, freedom of information, hacktivism, data security and many other interesting things around technology and hacking issues. As the most influential hacker collective in Europe we organize campaignsevents, lobbying and publications as well as anonymizing services and communication infrastructure. There are many hackerspaces in and around Germany which belong to or share a common bond to the CCC as stated in our hacker ethics.


Tischtennis (Ping Pong)

Tisch means table in Deutsch(German), and Tennis means... tennis.  Add them together and you get Tischtennis.  Which means Ping Pong.  Got it?

Tischtennis is everywhere
Rumour has it, in the GDR Stasi times, East Berlin people are said to have played ping pong to stop the spies from recording their conversations.  These days, there are still some bars which have Tischtennis inside, sometimes in the basement through a side door.  Outside, Berlin has a LOT of Tischtennis tables all around the city which you can use for free.

Check out http://www.pingpongmap.net/ (bookmark it on your phone), so you can see where the tables are around you.

One type of game which is fairly popular in groups is called Around the world.  Each person has a bat, and the people run around the table taking turns at a hit.  If you lose the point, you are out of the game and you stand aside.  As many as 30 people play at once, and it's great fun.

Whilst you are playing, you can pretend to be hiding secrets from spies too ;)

Co-working, and hacker spaces, meetups

You want to meet some people, hear their ideas or make something with others?  Berlin is a freelancers dream.  Plenty of places to hang out in and do some making.  When visiting a city, going to the various meetups can be a great way to meet people.  Interested in bee keeping?  Or want to know how to make a synthesiser out of toothpicks?  There's probably a meetup or workshop for you.  Check out meetup.com, lanyrd, or just search for "berlin X usergroup" on a Search Engine and you'll probably find a few options to your liking.

If you need to do some serious work, perhaps a coworking space will be better than sitting in a café.  There's plenty around, and they mostly allow drop ins just for the day.  Most of them charge around 12 euros per day.

Co.Up.Adalbertstr. 8, 10999 Berlinhttp://co-up.de/
AhoyWindscheidstrasse 18, 10627 Berlinhttp://www.ahoyberlin.com/en
ESDIPGrünbergerstr 48, 10245 Berlinhttp://esdipberlin.com/
Note:I'm just listing Coworking spaces that have day rates.

Drinking, Berlin style.

“How do you say Beer in German? Bier.  Oh.” — Not you.

Feierabend, means home time, or Beer O'clock.  You'll see many Berlin people with a beer open walking home from work.

The locals love beer in Berlin, and you can get a nice bottle from about a euro from a corner shop called a "Spätkauf" or "Späti".  You are allowed to drink whilst walking home from work, and you are allowed to drink in many parks.

Many bars have table service, and you pay at the end of your drinking session.  Although, not for all bars.  Whilst Berliners mostly drink beer you can get plenty of other booze.  You can get a Gin, Wodka, and many fine wines made either in Berlin or Germany.

There's not so much of a "rounds" culture.  If you offer to pay for someones drink they may look at you funny.  I regularly encounter people who are completely baffled by the concept.

There's not much wine made in Berlin, but there is in the south of Germany.  To get the low down on German wine, the wikipedia page has a good enough article. https://en.wikipedia.org/wiki/German_wine  If you want dry wine, look for "trocken".  I think the "Grauburgunder" wines are sort of good, and quite underrated if you want to try something different.  Whereas German wine is best known for its Riesling.  "Ice" wines are another interesting style.  If you're from outside of Europe, then you have a massive task ahead of you coming to grips with endless wine varieties :) Bubbles (sparkling wine) is called Sekt, and you can get a drinkable bottle from a few euros.

Words on paper, Book shops

Mmmm, book smell.” — Readers.

Does hanging out in bookshops eating bagels and reading books sound appealing?  Once you have your book, your adventure begins.  Take your book to a park (or a lake) and drink in the day with book smell and sun.


Music to take home, Record stores.

You know those black spinning things which have tiny little groves in them?  It turns out a lot of people still make them.

Berlin is not only a centre of classical music within Europe, but is also a hub of many other types of more modern music.  Berlin is the capital city of the underground if you are into electronic music.  It's where soundcloud is, and it seems every third person in the street is a DJ.  Germans also love their metal, and punk too.  So you can often pick up some great discs if you're into that sort of thing.

Unsurprisingly there are a *lot* of record shops you can hang out in.  You could spend hours, days, and even months flicking through crates and listening to lost sounds.  Many of the flee markets also have record sellers.

You can pick up local genres of music like Neue Deutsche Welle (https://en.wikipedia.org/wiki/Neue_Deutsche_Welle) or music from the GDR. I've personally started collecting German sea shanties (yes, the record store owners usually laugh at me when I make my purchases).


Be nice to Berlin, and Berlin will be nice to you.

Be a considerate little tourist will ya?  You don't like it when someone spews up on your doorstep yeah?
Berlin will ♥ U if U ♥ Berlin.
  • Do say hallo and smile at people.
  • Do put your recycling in the correct bins.
  • Don't take photos of people without asking. Privacy is important to Germans.
  • Do tip.  It's not expected but people love it!
  • Don't use AirBNB or similar.  It drives up the rents for people trying to live in the city.
  • Don't say the N word.
  • If you are going to put something on a wall, please make it good.

Where else to look? Blogs, Websites, Facebook.

What's up this week Berlin?  There's lots of blogs, websites, and facebook groups in English.  Many of the blogs below have lists of other blogs to check out too.

    10 things to do in a Berlin summer
Long form articles about Berlin in the "slow travel" tradition.

A visual magazine about Berlin.

Most big clubs are on resident adviser of course :)

A daily email magazine with things to do.

Lots of the open air/underground music/dance events:

Unlike is filled with hipstery type things.

LGBT clubbing, and such.

Food, design, and life in Berlin.

Berlin design blog is about... well.

I heart Berlin is a blog about Berlin, also with a weekly events guide.

A blog about ... [guess... go on! ...] Berlin!


Mind the gap!” There, I've warned you to mind the gap.  Try and remember that, since it won't be repeated at you every three minutes.

Keep off the bike paths!  You might get hit by a bike rider.  The bike paths are often separated from the roads, and next to pedestrian ones.  People new to Berlin are sometimes not used to bike paths, and hopefully just get a bell rung at them a few times rather than have a collision with a bike.

Riding your bike in Berlin is waaaaay safer than many cities in the world.  There's bike paths, and many car drivers are used to bikes.  Most people don't wear helmets, since you are not required to by law.

Going to a gallery opening held inside an abandoned office block might sound cool, until you fall through the floor and realise the walls are made of asbestos.

Berlin is pretty safe compared to many big cities.  But there are areas a bit more wild than others.  I know many women who go around Berlin by themselves and feel safe.  Neuköln in particular seems to be a place which gets more reports of trouble.  Having said that, Neuköln is a really fun place with many interesting things. Just be aware at night, and maybe don't go alone.  If you walk through a park at night, you'll probably get offered illegal drugs.

This is not a complete safety guide, but covers some basics.  You should probably look up a more comprehensive guide.

More to come...?  Corrections, feedback?

If you liked this, and want more please leave a comment :)  Or if you have a suggest, please comment or email me ( rene@f0o.com ).
Posted in berlin, guide, python | Comments Off

NPC Quest 2 it is!

Thanks a lot, Blue Dwarf, for ruining my game by correctly guessing what we are developing. We chose this game because it's something I really want to play on my phone when I'm traveling or just sitting in front of the TV. It seems a shame that mobile devices have had no NPC Questing for all this time. I've also had this idea for expanding NPC Quest almost since the original was made, just gnawing at my brain. So it's time.

All the information below is subject to change since the game is not even in a tech demo state yet.

Yes, the greatest game in Hamumu history is seeing a sequel! NPC Quest 2 is the story of a village full of standard RPG NPCs who are troubled by the sudden disappearance of Baldric The Max-Level, who should've conquered the final boss by now and saved the world. So, with heavy hearts they set out to do what no NPC should ever have to do - stop standing in one spot and adventure.

NPC Quest 2 is being developed for mobile devices primarily, but will almost certainly also have a PC (maybe Mac too? Linux?) release. It's a whole lot more game than NPC Quest was, but the idea is the same: you are playing as an NPC, so you can't actually control your character (NPC means "Non Player Character", you know). There's much more interaction than in the original game though, with a couple of special abilities you can fire off when needed, potions you can use, 4 "moods" you can switch your NPC between (like the "run away" button in NPC Quest, you can choose which priority your NPC has), and interactive objects in the environment you might want to tap on to help out. There's also a little tiny skill tree, all sorts of loot, a village to upgrade, a bunch of classic NPC character classes, a story of sorts, and a unique world exploration mechanic.

NPC Quest 2 - coming someday from Hamumu & friends.
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Dialogs as Functions

This is just an idea I’ve had. I wanted to write it down in some meaningful way so that I can rediscover it later. This is less a C++’ism, and more a JavaScript/Squirrel’ism.

* * *

In any situation where your user interface presents a popup dialog, that process of presenting the dialog should be a function call. Here is pseudocode:

function Dialog_YesNoCancel( Args ) {
	if ( Args == null ) {
		Args = ShowDialog_YesNoCancel();
		if ( Args == null )
			return false;	// Cancel state makes Args null, so return out, doing nothing //

	// Handle State! //
	if ( Args.State ) {
		// Yes State //
	else {
		// No State //

	return true;	// We successfully did something //

The general idea here is that there should be 2 ways to use the function: 1. Without arguments, to bring up the entry dialog; 2. With arguments, to bypass the entry dialog (for macro/scripting use). The data in extracted from the function arguments, or the shown dialog, and the action is taken place.

Args should be the language equivalent of an object (JavaScript, Squirrel, etc). Alternatively, an array of objects could work too, but named elements would result in nicer code. Like above, it’s assumed a Yes/No/Cancel dialog would store a boolean named State to tell you which (Yes or No) was picked.

The above assumes a synchronous environment, where it’s safe to give a function “ShowDialog_YesNoCancel” full control.

In an asynchronous environment, you’ll want to use something like a Deferred or Future. If there are no arguments, the ShowDialog function will provide the object you bind your State handling function to. Otherwise, bind it to one that will succeed.

Alternatively, there are probably nice ways to handle this using coroutines or generators.

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Introducing Game Design Workshop Wednesdays #GDWW

Recently I was sent a review copy of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition by Tracy Fullerton. Fullerton is the Chair of the Interactive Media & Games Division at the USC School of Cinematic Arts and won the IndieCade 2013 Trailblazer award, which is an award given annually “to a working game creator who has both made great contributions to the field of games and captures the independent spirit.”

I’ll have a review of the book itself published at a later time, but I’ll quickly highlight the vitals.

The book is split into three parts. The first part is all about game design basics. Terminology is defined, and games are broken down into formal elements, dramatic elements, and system dynamics.

The second part is about taking what you learned in the first part and putting it into practice. You’ll learn how to generate ideas, prototype them, conduct playtests, and refine the design until it is functional, complete, and balanced.

The third part focuses on working as a game designer in the industry, both in terms of job descriptions as well as what life is like working on a team. I note that going independent was given roughly a page in a 10-page chapter on getting you and your ideas into the industry.

I think the book overall covers a lot of ground, provides lessons as well as examples, and even features the wisdom and advice of many prominent game designers such as Richard Garfield, Josh Holmes, Jenova Chen, and Will Wright. I think this book is a great addition to my game design library.

Of course, merely reading a game design book won’t teach you game design anymore than reading an art book will teach you to be a painter.

You need to DO game design to become a game designer.

This book has plenty of exercises throughout its chapters to guide you through creating your own playable game designs. As Fullerton says in the introduction, “If you think of this book as a tool to lead you through the process of design, and not just a text to read, you’ll find the experience much more valuable.”

On that note, I’d like to introduce Game Design Workshop Wednesdays. Each Wednesday, I’ll take an exercise from the book and go through it myself, sharing what I’m doing. If you’d like to follow along at home, you can click on the link above to get your own copy through Amazon.

So join me next week as we learn and create games together. I’d love it if you left comments to share how you did on your exercises as well. Alternatively, if you would like to write your own blog posts, or tweet or otherwise participate on your own, use the hashtag #GDWW so we can all keep in touch.

Introducing Game Design Workshop Wednesdays #GDWW is a post from: GBGames - Thoughts on Indie Game Development

Posted in game design, Game Design Workshop Wednesdays | Comments Off

video-game-foliage: Swordfighting in the high grass. In a…


Swordfighting in the high grass.

In a fast-paced fighting game where understanding the state of your opponent is important, anything that inhibits that understanding changes how you play the game. Nidhogg’s beautifully deforming tall grass does that in a very interesting, mechanical way.

The grass has three states: still (where it is actually moving very slightly, but opaque over all the body area but the head), disturbed (where it is still upright but allows visibility via gaps), and flattened (where the view of the characters is entirely undisturbed). The game switches between these states based on the motion of the players through the space.

Nidhogg (2014)

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A NEW GAME!! … is barely started

I suppose I should blog once in a while. I've been not mentioning this new project for some time, though it's been underway for months, because we haven't really gotten anywhere! There have been a lot of big delays, the latest of which we're still in the middle of, so what we have isn't even a tech demo yet. But an exciting new project is underway, even though I am spending almost all of my own time working on Growtopia as always. I've hired a programmer and an artist to work on this one while all I have to do is sit back and make up ideas. It's my dream job!

Anywhooooo... were you wondering what amazing new game we are making? Why of course it's a Hamumu sequel. Ah heck, let's make a game out of this blog post! Post your thoughts on what this might be a sequel to. One guess per person, until I give out a hint. Don't get it right though, I want to be able to give out a few hints.
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thebiochemedian: The most heartbreaking line in all of…


The most heartbreaking line in all of science-fiction-musical fandom. 

NPH <3

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juliajm15: Why didn’t I do this before? Her name would still be…


Why didn’t I do this before?

Her name would still be Hiccup? Looks pretty unissex to me

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Ooooh look my favourite colours

Ooooh look my favourite colours

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thisfloweredone: every-day-motherfucker: rubbermaddox: Ilustra…




Ilustrations by the incredible Carol Rossetti check her out and follow her here! http://carolrossettidesign.tumblr.com/

This is importand.

so so SO important

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