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Designing for Intensity

Craig Thomas has a very good article up at Gamasutra today on Using Intensity to Drive Player Engagement . His game is a WWI flight combat game with factional NPC opponents, so there's a pretty clear mechanical similarity there to LT. That makes me wonder whether LT might also benefit from some kind...

Re: Steam Key Scammers

I'm glad to hear you're thinking about this. Having some ideas now about how you want to market LT when it's "done" will help keep that activity focused and organized. One very important question is this: What is the depth of Josh's interest in promoting LT as a commercial product? I think that's th...

Re: The "Game" in LT

There just is nothing like a good visual mockup to convey an idea, is there? Nice work, Hyperion. I think that's on the right track toward a project builder. I didn't get a chance to reply when I saw that earlier today, but it did give me time to think. One of the things I thunked was that maybe the...

Re: The VR Fad

Very fair responses -- thanks: To clarify a little, I was pretty careful to describe my skepticism with respect to VR as a consumer item. I don't think there's any real dispute over VR having some utility in certain cases... but that's a different argument than the one I made. As to whether there's ...

Re: Tuesday, June 27, 2017

Possibly worth noting that this is emphatically NOT the same thing as Frontier completely dropping support for offline/solo play from Elite: Dangerous versus what they promised in their Kickstarter pitch. That decision was also justified as being a hard choice regarding a difficult technical challen...

Re: Limit Theory Development Summary: May & June 2017

... it's not uncommon for [programmers] to paint themselves into a corner, being committed to an approach that is fundamentally flawed, but which they can't spot - until, at our daily stand up, someone goes "but why aren't you doing X?" Usually one face-palm later and they're moving on productively...

The VR Fad

Like the thread title says, I consider this latest round of Virtual Reality stuff just another brief outburst of the same "product in search of a market" fad of the '90s. I suspect several billion more dollars will be lost down the latest iteration of this rathole before we all move on to the Next C...

Re: Pyre

Gamasutra posted an article today about Pyre, which discusses how the developers made failing OK . I was ready to dismiss that as a cynical excuse for not implementing a save/reload facility... until I read the part where they talked about a save/reload facility. So what do those who've played this ...

Re: Pine

The developers of Pine have posted a new blog entry that discusses the main components of the underlying world-simulation, and how the core active gameplay modes should interact with and be supported by the world-simulation layer. It's a nice look at how the Pine devs are tackling the kind of system...

Re: The "Game" in LT

As another note, I've been thinking whether the "cards" metaphor Hyperion's using is basically functionally equivalent to the "project template." I'm imagining the "project" as the core concept for all NPC AI. Some particular features might actually be implemented using unique code systems -- a 3D, ...

Grimoire

So perhaps you feel that four or five years is too long to wait for a small-team game to be finished. How about 20 years? Grimoire is finally being released. (The link here is to the Steam version.) Here, let me just quote the features text: After more than 20 years of development, the greatest role...

Re: The "Game" in LT

As I continue to read all the posts here, I'm just going to post a quick thought regarding your comparison of LT to Freelancer and Minecraft. I think your representation of Freelancer is dead-on. However, when it comes to Minecraft... http://i.imgur.com/9jO8Z7k.png This is how I imagine Minecraft a...

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