#Game design
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My controversial game design opinion is that "environmental storytelling" should be actually, tangibly present within the game's environments. Hitting the player with a paragraph of lore every time they click on a random item in their inventory is not environmental storytelling – it's just hiding an epistolary novel in your game's UI.
#gaming#video games#game design#environmental storytelling#this is not specifically about dark souls
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Pro Puzzle Design Tip: If you’re writing a narrative puzzle game and don’t want to bother having the puzzles make sense in the world or plot of the game, you can always make one of your characters a Puzzle Pervert.
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Lancer Tactics dialogue layout crisis of faith
(from this month's backer update)
Every so often, I'll run into something in development that eats away at me until it pushes me to a crisis of faith and I have a breakdown, burn down a bunch of work, and build something better from the ashes. These are moments of transformation and we're almost always able to come out the other side with something much better than what we started with.
This all sounds very dramatic until you take a step back and see the issue in question is just, like, the layout of a menu. But if medieval priests were able to have schisms over angels on pins I can have strong feelings about graphic design, dammit!
This month's episode revolved around how we're doing character dialogue. For reference the plan was to do a standard 4-slot visual-novel talking heads layout. I call it a 4-slot because there's usually four positions that characters can stand; two on the left, two on the right:
I had it ingame, and it was working. But... something felt off. Do you see the difference between every one of the above examples and this?
It's all about perspective, baby.
Answer: all the character art in those examples are drawn at a slight angle so they can be flipped back and forth to be made like they're looking at each other.
Trying to do this with the perspective we chose early — straight on — makes for a chorus line of weirdos who are looking directly into your soul as they ostensibly chat with each other. Credulity is strained; the illusion of these puppets interacting in the same space is paper-thin.
(I was skeptical of choosing this perspective for this reason, but we ultimately went with it to make the customizable assets in the portrait maker easier to fit together)
We tried a bunch of different layouts, but they all at least one of these problems:
they'd stare into your soul while ostensibly directing comments elsewhere.
they felt like text messages; this would be fine if that's what we were going for, but we wanted something that could represent face-to-face conversations. (Tactical Breach Wizards was able to pull this style off because they had little 3D dioramas to go along with it)
or, most damning of all, they felt like zoom calls.
So, my heart aflutter and spirit in want, I spent a day doing a research dive into various dialogue layouts (bless the Game UI Database!) to see if any other games had managed to pull this character art perspective off. I ended up with this massive non-chronological taxonomic tree:

(fullsize here)
The type of layout that particularly caught my eye was this style where each character had their own little box. These layouts borrow a concept from comic books called "closure" where the space and time between characters are left blank. Freed from the constraints of trying to simulate a single space, these layouts allow the reader to fill in the blanks with something that feels more true-to-life than anything we'd be able to render ourselves.
I was especially impressed with the dynamism of Tales of Symphonia and The World Ends With You; rather than sticking to single slots they would animate the entire panels moving around to indicate motion an relative position of characters.
So we threw out the old code and copied them. Here's what we've come up with:
We'll be able to have portraits interact, like smacking each other (I felt like a kid hitting two action figures together, lol)
We can also apply effects like princess-leia-holograms and full-screen "lighting" effects like warning banners:
Carpenter and I came up with a number of arrangements that the portraits can smoothly transition between:
I've also implemented support for choices during a dialogue, potentially leading to branching paths.
Overall, I feel SO much better about this system than our initial designs. It might feel a little more cartoony, but I think we're making a cartoony game so that's not a problem.
Whew. We bit a lot off to chew with this project. I feel like I just made a second visual novel game engine inside of the first. Fingers crossed that it all ends up worth it.
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I was thinking the other day how looting corpses is so widespread in videogames. It's the first thing you when you defeat an enemy, despite being considered probably one of the worst taboos possible in so many cultures, maybe all of them! Just say it out loud: "looting corpses" and think about how horrible it sounds. In fact, the more I think about it the more jarring it is. I began to think about how many dramatic or cool moments in videogames I had ruined for myself because the first I did when I defeated an enemy was to loot it.
And yes, this is deeply baked in so many genres where enemy = loot. It's not easy to dislodge it, that's a whole conversation. But I really think it would be interesting to subvert it. Maybe disallow it completely is a bit strict, though I can imagine there are some settings you could get away with it. But for example, clothes and armor. Why can you wear the armor of any fallen enemy? I think you shouldn't even be able to do that. In Skyrim (yes to me it's still the RPG) I often get my best armor from fallen enemies. I think it would be more interesting if you COULDN'T do that, every armor was custom made, and if you wanted good armor, you had to struggle to buy or make it yourself. Just an example.
But another idea I had for a fantasy setting such as D&D, where the undead and curses are real, is based on that "Ceremony" spell I posted about. If you catch your players looting or disrespecting fallen enemies, what happens? You bet your ass you WILL get cursed or stalked by ghosts. If you leave the dead to their fate in a dungeon or wherever, that is a way to spread curses and the undead. So it is both good moral AND adventuring practice to carry someone that can give the dead last rites and lay them to rest, depending on how that works for each creed. In real life, we take this as seriously as we can, funerals are perhaps one of the most universal human ceremonies. This would be even more true for a fantasy setting where the undead are very, very real.
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Getting whiplash going back to Armored Core VI after playing Starfield
Starfield trips over itself letting you know all of the quests are chill and good actually. The choices in dialogue range from doing a good deed to doing a good deed… for money😈. The only way to join the Space Pirates is to be offered the chance to go undercover first, making sure you see the Pirate but you’re a good guy option. If a persuasion check with someone fails, leaving you only with the prompt [Attack], your companion will say something to the effect of “woof, that was rough. But you did what you had to do.”
The most recent mission I finished in Starfield was for the United Colonies. You stand in front of a council of bureaucrats trying to convince them to hand over banned archival weapon data. This could help stop a small but growing danger to the galaxy. The council argues that it could also lead to that weapon falling into the wrong hands - It was locked away for a reason. It’s a great moment because it was the first time a character in starfield stood up and said to me No, you are in the wrong here, your research could lead to the weapon data leaking, civilians will be put it danger. ALERT. oh no. ALERT. Just as this conversation is happening an entirely contained but also extremely dire attack occurs. ALERT. You rush out and save the day. The threat is proven to be real and the data is necessary. No more questions about is it the right thing to do. Forget about all that other stuff we brought up, you were right. The whole council apologizes to you profusely. Here, take the nuclear launch codes, and here’s a thousand credits as an apology for insinuating that you weren’t the galaxy’s goodest bestest boy.
Mission 1 of Armored Core 6 is called “Illegal Entry”.
In mission 4 “Destroy the transport helicopters” the helicopters are just that. No weapons. Trying to run from you. The rubiconians who stand between you and the helicopters are defending their families. During the fight the enemies bark about you being the bad guy. After the mission your Dad calls you and says “It’s just a Job 621. All of it.” Throughout the entire game you are flooded with voicemails, calls, voices in your head, that all have an opinion on whether what you’re doing is good or bad or just a job.
Starfield is telling you not to think about it too hard. Armored Core is telling you to think about it. A lot. Screaming at you to think about it. What are you doing. It’s not just a job. The game is talking about your actions through all sorts of different lenses.
It’s stepping out of a lazy river and then immediately riding down Niagara Falls in a barrel. Sometimes literally. You see the same safe boring landing cutscene a million times in Starfield. Twice 621 has packed themselves into a barrel and yeeted it into danger.
#gaming#writing on games#armored core vi#starfield#games criticism#game design#fromsoft#Bethesda#621#writing#ac6#armored core 6#videogame essay
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📚 A List Of Useful Websites When Making An RPG 📚
My timeloop RPG In Stars and Time is done! Which means I can clear all my ISAT gamedev related bookmarks. But I figured I would show them here, in case they can be useful to someone. These range from "useful to write a story/characters/world" to "these are SUPER rpgmaker focused and will help with the terrible math that comes with making a game".
This is what I used to make my RPG game, but it could be useful for writers, game devs of all genres, DMs, artists, what have you. YIPPEE
Writing (Names)
Behind The Name - Why don't you have this bookmarked already. Search for names and their meanings from all over the world!
Medieval Names Archive - Medieval names. Useful. For ME
City and Town Name Generator - Create "fake" names for cities, generated from datasets from any country you desire! I used those for the couple city names in ISAT. I say "fake" in quotes because some of them do end up being actual city names, especially for french generated ones. Don't forget to double check you're not 1. just taking a real city name or 2. using a word that's like, Very Bad, especially if you don't know the country you're taking inspiration from! Don't want to end up with Poopaville, USA
Writing (Words)
Onym - A website full of websites that are full of words. And by that I mean dictionaries, thesauruses, translators, glossaries, ways to mix up words, and way more. HIGHLY recommend checking this website out!!!
Moby Thesaurus - My thesaurus of choice!
Rhyme Zone - Find words that rhyme with others. Perfect for poets, lyricists, punmasters.
In Different Languages - Search for a word, have it translated in MANY different languages in one page.
ASSETS
In general, I will say: just look up what you want on itch.io. There are SO MANY assets for you to buy on itch.io. You want a font? You want a background? You want a sound effect? You want a plugin? A pixel base? An attack animation? A cool UI?!?!?! JUST GO ON ITCH.IO!!!!!!
Visual Assets (General)
Creative Market - Shop for all kinds of assets, from fonts to mockups to templates to brushes to WHATEVER YOU WANT
Velvetyne - Cool and weird fonts
Chevy Ray's Pixel Fonts - They're good fonts.
Contrast Checker - Stop making your text white when your background is lime green no one can read that shit babe!!!!!!
Visual Assets (Game Focused)
Interface In Game - Screenshots of UI (User Interfaces) from SO MANY GAMES. Shows you everything and you can just look at what every single menu in a game looks like. You can also sort them by game genre! GREAT reference!
Game UI Database - Same as above!
Sound Assets
Zapsplat, Freesound - There are many sound effect websites out there but those are the ones I saved. Royalty free!
Shapeforms - Paid packs for music and sounds and stuff.
Other
CloudConvert - Convert files into other files. MAKE THAT .AVI A .MOV
EZGifs - Make those gifs bigger. Smaller. Optimize them. Take a video and make it a gif. The Sky Is The Limit
Marketing
Press Kitty - Did not end up needing this- this will help with creating a press kit! Useful for ANY indie dev. Yes, even if you're making a tiny game, you should have a press kit. You never know!!!
presskit() - Same as above, but a different one.
Itch.io Page Image Guide and Templates - Make your project pages on itch.io look nice.
MOOMANiBE's IGF post - If you're making indie games, you might wanna try and submit your game to the Independent Game Festival at some point. Here are some tips on how, and why you should.
Game Design (General)
An insightful thread where game developers discuss hidden mechanics designed to make games feel more interesting - Title says it all. Check those comments too.
Game Design (RPGs)
Yanfly "Let's Make a Game" Comics - INCREDIBLY useful tips on how to make RPGs, going from dungeons to towns to enemy stats!!!!
Attack Patterns - A nice post on enemy attack patterns, and what attacks you should give your enemies to make them challenging (but not TOO challenging!) A very good starting point.
How To Balance An RPG - Twitter thread on how to balance player stats VS enemy stats.
Nobody Cares About It But It’s The Only Thing That Matters: Pacing And Level Design In JRPGs - a Good Post.
Game Design (Visual Novels)
Feniks Renpy Tutorials - They're good tutorials.
I played over 100 visual novels in one month and here’s my advice to devs. - General VN advice. Also highly recommend this whole blog for help on marketing your games.
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
#reference#tutorial#writing#rpgmaker#renpy#video games#game design#i had this in my drafts for a while so you get it now. sorry its so long#long post
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Top 5 innovative new games for Q1 2025
Roguelike deckbuilder
Roguelike deckbuilder
Roguelike deckbuilder with tower defence elements
Tactical roguelike deckbuilder, whatever that means
Roguelike deckbuilder
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Grappling mechanics are sooo cool
I love grappling hooks I love pointing at something and then going over there and if there's momentum and physics too then hooooly, I love the grappling hook. my beautiful son
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750 Effect and FX Pixel All
Download More and Free:
https://bdragon1727.itch.io/
#game design#pixel art#graphic design#pixel sprite#aseprite#pixel graphics#pixel#pixel animation#pixel gif#after effects#gamedev#indie games#game effects#game development
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i made a backloggd!
here's a ranking+review of all 35 Monster Tamers i've played:
#backloggd#monster taming#game design#pokemon#shin megami tensei#dragon quest monsters#feel free to roast me for my pokemon opinions
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If you think this is gold, you *need* to watch their YouTube stuff.
rpg setting with multiple competing units of damage/resilience used in different regions. you gotta worry about the conversion between hp celsius and hp fahrenheit
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“The Art and Making of Arcane: League of Legends” 🎨🎨🎨🎨 Book Review Under the Cut
Hi All! 😊 As I have amassed loads of Art Books throughout my degree and in my work as an illustrator, I thought I could do some reviews so those of you who are just now embarking on your art journeys and wondering whether something is worth spending money on, can make an informed decision about what part of your creative development you want to put your money towards. I’m thinking of structuring the reviews in five key areas, with books earning a palette for each area they score against, with a total of five palettes being the max, and a brush being awarded in areas where a book can only score half a point. As someone from a working-class background who is also neurodivergent, I’m especially mindful how these things can impact the way in which we access information and new knowledge. Of course, if you have any suggestions on what else should be included, please let me know and I’ll be happy to consider this in future too. 😊
Now! Off to the main bit...
Is the book Useful? 🎨
I think this would of interest not only to fans of the game and series alike, but also less experienced artists who want to learn about the motivation, inspirations, ideas, and thought processes behind the storytelling, characters and plotlines. Alex and Chris (the Creators) talk about the history and background of how it came to be, how the right group and studio of people were found to bring it together, and how the story and visuals were built from the smallest details to the major production hurdles. There are the back scenes of the storyboarding and character designs, with frameworks and the timeline between the layouts of the game vs the show. The book also goes down into details on the music, lyrics, color schemes, speeds of animation, backgrounds and the in-depth world building of Arcane. It pays attention to the visual and personal development of the central characters, their set bases and their props. Given all of this, I would say – Yes. It is a very useful source and guide on master adaptation, for those already interested in the game as well as those who have just come into its world now, brought in by the art of the show before they got caught in the story.
Is the book Engaging? 🎨
The book design has been planned thoroughly, and the content is very well paced. There is good overlay between photographs, illustrations, game graphics and show scenes alongside the text and other visuals. The design of the book is beautifully done, with phenomenal coloring, and good spacing between the texts and images. As someone who struggles with big chunks of text, and a very temperamental attention span, the way that the chapters and sub-sections of the book are broken up, helped me quite a lot in managing to keep my focus and my mind engaged at one page at a time, without feeling the need to put it down indefinitely or jump ahead and move on to the next bit before I was done. Therefore, I would say – Yes. It is manageable, digestible, and entertaining, which makes it a joy to engage with, and even more so because it can be done so easily.
Is the book Accessible? 🖌️
There might be some pages where people who are easily visually overstimulated might struggle to keep with the text, as the graphics fill the sheet and overlay each other quite strongly. However, if you are someone who prefers the strong visuals of a comic book or a graphic novel, then this might not be an issue for you at all. Overall, the blocks of text come in small chunks and are set in narrow columns with a max of 15 words to a line at its longest (on average up to 10), which makes the text easier to follow. Though the typesetting of the book is primarily in serif fonts, and on some pages the text blocks are slanted to fit the visuals’ layout better. I have an advantage that I have a digital copy and can easily zoom into the text, though if you had the physical copy of the book (judging by the format size of 23.5 x 3 x 32.4cm) there might be some pages where you struggle with the smaller lines. From what I have been able to find out, the standard hardcover edition weighs approx. 800gr, which isn’t very light to carry or hold up with one hand, especially considering a thick rectangle is less manageable than a single bag of sugar or bottle of water for example. In terms of language, it is written in plain English (in EN speaking countries) and even though I am not a native English speaker, there were no overcomplicated structures or words I was unfamiliar with at any time. So overall, I would say Yes and No. It is up to you to decide whether any of the above is a deal breaker regarding accessibility, but if it is in the physical aspects, I would advise in looking for a digital copy alike myself as well.
Is the book Affordable? 🖌️
Well. When I was looking for a copy, unfortunately there were no paperbacks available, and the only hardbacks were second hand varying in price point from £40 - £80 GBP. Which is about $50 – 110 USD, or €45 - 95 EUR. I also could not find any free digital copies, so my only option was to buy the book on Kindle for £14, or approx. $18 / €16. Given that when I was a student, I used to live on £1 a day (my family is poor), I think that up to £80 for a single art book is a high price to pay, especially for a young person who isn’t in full time employment. But even though I am a working adult now, I still wouldn’t pay this for the book given that the actual cost was £40 before it went out of stock, and the price has been inflated solely because the book isn’t physically available anymore. Due to this, and because it is the right thing to do, before making a purchase, I would adamantly encourage you to check with the library(ies) near you first. If they have it, you can borrow it for free and make copies, scans or take pics of it if you’d like to make your own digital copy. If this is not an option, look for it online and check if there are any torrents on the sites you have access to where you live. Only if you exhaust all other options, or if you are dead set in buying a physical copy for a memento / getting it signed by the artist type of keepsake, should you consider purchasing it at the inflated price. So even though the book might be affordable to those who have the money, that simply isn’t applicable to most people, meaning that – No. It isn’t affordable as it would not fall into most people’s budgets easily or without being looked at as a luxury.
Is the book Worth it? 🎨
Even though due to points 3 & 4 above, I cannot give the book a full 5 palettes, and must settle only on 4, I would say – Yes. It has been great to learn more about the backstory and history of Arcane and the people who made it possible. The work they’ve put in for years, each single step in their journey and the care and dedication that has been poured into the creation of this new world. It has been lovely to gain an insight into the visual development of the series, as well as the character building, and the considerations awarded to all the small things that make them the characters that they are and the characters that we love. I may have never played LoL but I absolutely loved the show. Though even if I hadn’t seen it, from the perspective of a graphic designer, I can certainly appreciate the beauty of Arcane and this book still. And if like me, you are new to this world, then I suspect the book will make you love it even more. It’s worth it.
#arcane#jayvik#kz reviews#league of legends#arcane art#jayce talis#viktor arcane#video games#art of arcane#book review#visual development#character design#character art#jinx#jinx arcane#vi arcane#caitlyn arcane#mel arcane#game design#graphic design#digital art#art#art community#artists on tumblr#art school#book recommendations#book reccs#arcane season 2#silco#vander
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Recent updates with code learning progress to make DreamSim real
Yes, updates are currently communicated through shitposty scripts
All current material are placeholders and non of the audio was produced by me here. BGM by Kikuo and voices are sampled from UTAU.
For more context visit the pinned post of the blog
#oc#original character#rpg#indie games#indiegamedev#devlog#digital art#dreamsim#omori#game design#the amazing digital circus#pixel art#deltarune#shitpost#memes#minecraft#minecraft movie#dreamcore
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Every planet and station in Underspace is now detailed and able to be explored, from the frosty cactus laden world of New Cateli, to the poison-choked skyline of Pelindus.
#underspace#game development#gamedev#video games#game design#unity3d#space#indie games#space games#space game
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