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Book Devlogs About Game Design

Reflections on Early Development
1
Game Design
I originally wrote a whole step by step history of the writing process for the Gordian Cycle. Then I realised it was mostly boring fluff, so instead here's some...
Hey Why Was It Like That
2
Game Design
I put the "translator's note" section at the start of the final story for two reasons. Mainly, I think it was important to just leave the reader with the ending...
5 Tricks to Enrich Your World Design
4
6
Game Design
Your platformer game can engage players 100x better if you create a world they want to explore. Finding it difficult to design an interesting world to get your...
Class Signifiers
Game Design
The implied aesthetic of the world of the Gordian cycle owes a lot to metal, punk, goth and BDSM fashion: Leather jackets, souped-up motorbikes and dog collars...
Making a Game is Like Cooking: Your Recipe for Success
3
Game Design
Making games is not hard, you just don't have a recipe. If you're reading this, chances are you've hit that familiar wall in game development. You know the basi...
The very first thing...
2
Game Design
Got asked on discord to explain my notation system I use to understand the state of the world based on past interactions by the reader. I decided to not wait un...
1 file
The Hidden Genius Behind Hollow Knight’s Terrain Design
5
Game Design
If you've played Hollow Knight, you might have noticed something unusual: there are no pass-through platforms. You know, those platforms you can jump up through...
Names for giant robots
Game Design
One passage in Spearhand Faring requires names for a bunch of armours (giant robots). As long-time readers will know, I think the best way to go about a task li...
Some More Names I Think Are Good
1
Game Design
I've talked before about the general scattershot way I name characters in this story, but now I want to highlight a few that make me laugh because of how dumb t...
Some Notes on the Destruction
2
1
Game Design
It feels great to have the longest entry uploaded! Now let me talk about it some more (spoilers, naturally). Firstly, huge thanks to my girlfriend, whose role a...
Spearhand Faring and Kin-Bright
2
Game Design
Spearhand Faring stands on its own, and can be read on its own. But Spearhand Faring does relate to Cosmic Warlord Kin-Bright , and those who’ve read Kin-Brig...
How I Write These
1
Game Design
A Gordian cycle story goes through the following stages: - The first draft is written in a physical notebook, with editing notes randomly strewn in the margins...
Revisione dei PNG Chiave
Game Design
Durante la fase di finalizzazione di Mater Tenebra , ho concentrato l'attenzione sulla revisione dei PNG (Personaggi Non Giocanti) chiave. L'obiettivo era garan...
Three Things that Don't Exist in This Setting
1
Game Design
1. Writing: The stories are, as my framing device hopefully communicates, meant to have been passed down orally for a long time, until with the (re)introduction...
Feats, Tricks and Rider Kicks
1
Game Design
The warriors of the Gordian cycle perform "feats" that will be familiar to any fans of the kind of anime that feature named special moves. These are most direct...
Beside the World
1
Game Design
The Sideworlders, as an extradimensional troublemaking third party, have no real analogue in the Kamen Rider equation. They are, of course, an equivalent to the...
Naming Non-Schemes
1
Game Design
Characters in the Gordian cycle deliberately don't have a single name scheme. This is a culture created first by migrants to Mars from, I'm implying, all sorts...
A literary demake
2
Game Design
Spearhand Faring stems from one part of Malory’s Morte Darthur .* I’ve set out to see what I could take from a story in Malory, with some of his cyclical, s...
Oops! Poetry
1
Game Design
A very thorough and encouraging response to The Exile of Morgan Red-Maw I got also included a section saying that the only thing missing from my style homage wa...
Honour and Gender
2
Game Design
A huge driving force behind the events of the Ulster cycle is its heroes' relentless, often self-destructive drive to prove themselves against each other. It's...
My Sources and Where to Read/Watch Them
3
Game Design
I’m extremely grateful for everyone who’s enjoyed the first story—both those who felt it resonated like the medieval stories it’s based on, and those un...
A Hero Apart
2
Game Design
There's a lot that went into the character of Morgan, but her original conception came from the question: what does a character in the 'position' of Kamen Rider...
Style & Acknowledgements
3
Game Design
If you're reading this, I have to hope you enjoyed The Exile of Morgan Red-Maw ! I wanted to start by talking about the style it's written in. I spent a long ti...
Make Sentinels Great Again
Game Design
Background and motivation: According to lore, the Mindwiped build Sentinels in their cities. When they spawn, they should start from a city that had time to bui...
2 files
About Sentinels...
Game Design
So, they were thrown in by creator to spice things up. The idea was they would hinder heroes in forging relics. The rb description tells how players should feel...
Devlog
Game Design
not meant for printing , it won't help you in playing the game. For versioning and background info. 2022 - 0.0 Bought HexploreIt: The Forests of Adrimon (FoA) f...
1 file
2024-05-16 update: Book XV complete
Game Design
I'm happy to report that Book XV of Cosmic Warlord Kin-Bright is pretty much in place. I think we might be looking at two or three more books to wrap the poem u...
03 | Games built around powerful questions
Game Design
The unmatched power of games as a media is their interactivity and the ability to grow with and within their player. Some games may essentially limit the player...
1 file
02 | Meanings rippled in reflection
Game Design
Writing games means accepting that no one will ever really experience your creation as it is. On the contrary, it will always be experienced through the human m...
1 file
Genrenauts RPG in development
Game Design
This is a big heads-up that I am developing a tabletop role-playing game based on Genrenauts. I have a Genrenauts tier at patreon.com/michaelrunderwood that gra...
2 files
On narration
1
Game Design
As I think of it, Cosmic Warlord Kin-Bright has narration, but no narrator. That is, I have a narrating position in mind when I write, one very distinct from me...
Designing the underworld
Game Design
Where did the details of the underworld in Cosmic Warlord Kin-Bright come from? 1. The shrouded halls and mournful paths have had a rhetorical foothold in the p...
Naming characters
Game Design
I worked this up from my Afterword, on the basis that some people who haven't yet read CWKB —and some who'll never read it—might like some notes on how I ge...
The uses of simile
Game Design
Cosmic Warlord Kin-Bright deploys a bunch of long, showy similes. Why? And what do I hope they do? Extended similes are a noted feature of Homeric style, much i...
On inventing mecha names
1
Game Design
Naming people, and naming things: perennial troubles in writing. I find that defining some rules, restrictive though it might feel, actually makes the whole bus...
The alliterative line
Game Design
So last time I did this I talked a bit about the five-beat line (5BL), the workhorse for Kin-Bright . The poem has other metres, some of them very different. To...
Inventing hyperspace
1
Game Design
After I unleashed Book I of Cosmic Warlord Kin-Bright , a reader got in touch to ask how I came up with both the name and the details of the Fold, the story's e...
A Project in Need of Time
Game Design
A Brochure in Time of Need was a project intentionally limited in size and scope and written in the short minutes between rolling into bed and rolling over to s...
Bestiary is up!
25
Game Design
The Bestiary of Sinners and Saints, volume 1 is up! <3...
1 file
A Bestiary for the world of Sinners and Saints Interactive Fiction Game
a new storytelling.
Game Design
First and foremost, I am a poet. On top of that, I may be a little of a nerdhead. The idea of translating a medium that is traditionally considered static such...
Orders of noise
6
Game Design
Cow tools In this panel of The Far Side comic strip Garry Larson depicts a cow and its tools. The Image is titled cow tools. According to the author the joke is...
Week 3
Game Design
In your area, what were your team's goals for the past week? To create a one track for the game and continue placing text into Twine In your area, which of thes...
Meet The Crew
Game Design
So the players decided they wanted to play through the investigators actions, now at this point I've been reading up on 1812 (Hell of a year globally) and the t...
How we began
Game Design
Okay so I decided to create a game for Halloween 2020. I figured it would be cool to start off as a monster rather than a hero or set of heroes For those who do...
Anche un solo gesto conta
1
Game Design
Oggi vi voglio parlare del Il Colore dei Fiori, quali sono state le mie ispirazioni. Ma anche di un elemento fondamentale, Il Colore dei Fiori è un gioco assol...
3 files
Dietro le quinte: prototipizzazione
1
Game Design
La prototipizzazione è un processo spesso necessario per affinare una tecnica o un elemento di design grafico che può esistere a prescindere dal play e che di...
1 file
New Recolored Version Released!
2
Game Design
Hello everyone! Just wanted to let you know we have re-colored these images in this pack! We hope you enjoy them!...
1 file
Magic System Conversion
Game Design
I didn’t include system-specific tips for converting the magic system in the main book for… you know. Reasons. But I did want to include such tips, just in...
1 file
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