HowToMakeAnRPG - @[email protected]
@HowToMakeAnRPG
Mastodon: @[email protected] BlueSky: @howtomakeanrpg.bsky.social Wrote a book about how to make JRPG-style RPGs.
내가 좋아할 만한 콘텐츠
BlueSky likes a probable winner for the next twitter so I'm here: bsky.app/profile/howtom… It's a shame mastodon didn't manage to get the traction but I'll try to continue using both.
howtomakeanrpg.com/r/l/g/wizardry… A deep dive into 'Wizardry: Proving Grounds of the Mad Overlord' its features and implementation. Not one that I played at the time but a big milestone in CRPG history. #rpg #wizardry
                                            howtomakeanrpg.com/r/a/what-are-c… with a diversion into where dnd clerics came from #gamedev #rpg #crpg
                                            Fixing the website means I can publish articles again. Here are some thoughts on what aspiring CRPG devs can learn from Citizen Sleeper #gamedev howtomakeanrpg.com/r/a/case-study…
                                            And the website is back: howtomakeanrpg.com I'm a little disturbed how smoothly that went but it seems to work fine. Back to silent running on this account. Find where I went in the profile 👋
Upgrading the HowToMakeAnRPG site, it'll be down for little while if everything goes to plan. I'll post again when it's back.
If you're making a CRPG of some kind and you're on mastodon, let me know your address. Retweets appreciated. #jrpg #gamedev #crpg #rpg
There was a linocut carving station at the Pentiment launch party tonight and I am now convinced all work events should have linocut carving stations 😌
#rpg #crpg #adventure #intro #pixelart #ultima #pixel #shadows #night #indiedev #game #gamedev #sprites #gameart #cots #savage #ruins #ancient
                                            #rpgbakin multiple camera's per scene. Fun and not at all difficult to implement. #jrpg #IndieGameDev #indie #RPG
I like the definition of variance here as a game design concept.
Card games are fun in large part due to their variance. Each game playing out differently is what separates it from games like Chess, which play out so similarly that often players memorize long series of opening plays and counter-plays.
A short video showing the Final Fantasy II development team ( Famicom ). A great insight into the 1980s game development world in Japan.
懐かしいFFⅡのCM。FFシリーズはⅡから始めたので、個人的に思い入れも強いです。使用しているPCが時代を感じますね~。
I'm interested in examples of RPGs that don't use levels for character progression. Video games or tabletop. Mainly just looking to expand my design vocabulary and see how systems fulfill that desire for progression outside of "number goes up."
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