EvilRedEye wrote:I interviewed our very own Skerret and Shabby about the development of their iOS game back in 2012: https://adrianongaming.wordpress.com/2012/01/26/an-interview-with-walk-through-the-clock/
GurtTractor wrote:Just a place to share any interesting videos or articles you come across about the game development process, backstories, drama, etc. Apologies if a thread like this exists already. I've been meaning to properly get into Dwarf Fortress for a while now, played it a bit years ago but found the UI to be most awkward. There's a version on Itch.io and Steam with a new UI in the works though, which I think I will get if they do a good job of it. It's such a mental game, just a beautiful tangled mess of systems. It reminds of some sort of very complex cellular automata, which it is I suppose, just a lot of hidden symbolic stuff.
djchump wrote:Likewise, Gustafsson's blogs about Teardown design are interesting in the way that it was a game designed around the tech, rather than tech created to service the design: https://blog.tuxedolabs.com/2020/11/05/teardown-design-notes.html TBH, I'm of the opinion that designing a game around a core tech is more miss than hit, resulting in games that provide a gimmick that can't be found in other games, so has a strong initial draw, but suffers long term on gameplay - e.g. I found Claybook rather disappointing as a game, but technically astounding. Which is why the MM Dreams is so successful - they had a laser-focus on design pillars of the tools they wanted to create and the reasoning behind it, so the tech was created to service that end goal.
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