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Physical game Devlogs About Game Design From Those You Follow Page 7

A Brief Tour of the World of Fates - Worldbuilding Overview
1
Game Design
Imagine a world in which King Arthur, Fionn Mac Cumhaill, Vainamoinen, the Golem under the Old New Synagogue, and anyone else who got hit with the Jesus Imagery...
The Royal Cartographer - A bone to pick
2
Game Design
For the first time I kept detailed notes of my thoughts and ideas during the creation of a game. These are some of those thoughts on A Royal Cartographer ; mayb...
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LWOF's Design Pillars
1
Game Design
Clickbait Title: Top 5 Things That I Hate About Other TTRPGs! When I set out to write Little World of Fates about a year ago, I wanted to make a TTRPG that was...
Revising to Minimize Harm
2
Game Design
The intended experience of this game is for players to feel like giant disgusting trolls reveling in their horrific cuisine, like the trolls in “The Hobbit...
2 files
Minor editions
3
Game Design
Some minor edition were made. Any feedbacks are welcome!...
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A mini hack
CORE Micro version 2.0 released
Game Design
The new version of CORE Micro answers more of your GMing questions and addresses hacking the system in a way that is both flexible and simple. The table of cont...
1 file
Optional Rules To Play With
Game Design
Hello all! Thought I'd give you a little preview of what's coming next for Nightcrawlers! During development of the game, some rules came and went because I fel...
Edits and Additions
2
Game Design
I fixed a months-old upload mistake today where I had uploaded a shitty, old version of The Crumbling Shadow, replacing it, FINALLY, with the edited and updated...
2 files
Design notes
1
Game Design
Notes on how The Five Techniques interacts with Cthulhu Dark If you're familiar with Cthulhu Dark, the structure and flow of this scenario is probably pretty fa...
Back in Action
1
Game Design
I'm about to upload a much more difficult boss fight to the Lotus Eater documents, a stand-alone document that will, eventually, make its way into The Accursed...
Release 0.91
Game Design
The game is mostly finished. I've put basically everything I want in, maybe just the "connected" tag thingie is missing, and more examples in the second part of...
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Druid and Necromancer
Game Design
Hi there! This time, I’m talking about Druid and Necromancer! Two weird 13 True Ways classes that I did weird things to. Both are (in my opinion) way more int...
Expansion Chat 4: The result of me pulling the rug out from under myself
2
Game Design
Hi there! So as you’ve noticed, it’s been awhile since expansion chat. Mostly I just hadn’t been touching it since the v0.3 update - it was content-comple...
Release 0.9
Game Design
Mostly a lay-out and graphic design update, to make it look like an actual game. More updates to follow in the coming weeks. Please leave a comment! Luigi...
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Combat Explained
Game Design
Given the short synopsis of how combat works in the Hydra System, I figured it would be a good idea to add in a more well rounded ruleset for how combat works i...
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Commander and Monk
1
Game Design
Hi there! Last time, I wrapped up the original 13th Age core classes. Now I’ll be talking about my Commander and Monk refreshes. Both of them had seeds of the...
Random table for locations
Game Design
By recommendation of the good ol' Pau Blackonion , I have added a table of random locations, in case the player doesn't want to leave home nor use MapCrunch . J...
2 files
Itchfunding FAQ
1
Game Design
What is Itchfunding? Itchfunding is a type of crowdfunding that uses the sales of a bare bones game in order to fund the improvement of the game. Sales might fu...
New case for We Meet Again
Game Design
Thanks to the feedback by Pau Blackonion , I added a new case for the dice roll on the We Meet Again event, adding more options to improvise and add flavor to t...
2 files
Character background inspiration
Game Design
I've decided to add a random roll table to provide some inspiration for the first journal entry, related to the main character's personal interest in humankind...
2 files
Old Scroll Issue 2
Game Design
Just wanted to put up a short post and let you know I am working on the second issue. To be honest, I worked on an idea that just did not pan out. After several...
Sorcerer and Bard
1
Game Design
Hi there! Here to talk about two more classes, Sorcerer and Bard. This’ll round out the original 13th Age core classes (I think). The Original Sorcerer 13th A...
A Christmas Belonging 2021 Update
Game Design
Hey, y'all! It's November, and that means we're in the 8 week period where it isn't completely unreasonable to be playing a game centered around Christmas. To t...
2 files
Update Coming 11-08-21
Game Design
Monday another update will go up with an changes to ailments, the printable character sheet has been updated to represent ailment changes and a link to a digita...
Queerness and Gender in Faire Season
Game Design
To address the pink elephant in the Court. Queerness and Gender in Faire Season. This game is an expression of my lived experiences as a Queer person participat...
A Month into the Process
Game Design
I published Faire Season about a month ago. I have been hosting playtests and demos online and having a blast sharing this game with folks. It is honestly both...
Beta test con Mena
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Game Design
¡Hola nuevamente a todos! Estos días estaremos realizando muchos beta test del juego puesto que estamos planeando una actualización grande del mismo. Hoy nue...
The Design of No Limit Finale
1
Game Design
I've always loved talking about game design. It's something I see as both being tremendously valuable and pretty self-indulgent, to a certain extent. But now th...
Barbarian, Ranger, and Paladin
1
Game Design
Hi there! I'm going to talk about some of the simplest classes in the original 13th Age - Barbarian, Ranger, and Paladin - and how they changed. The Original Ba...
Permafrost Jam - Autunno 2021
2
Game Design
Forse alcune persone tra voi sanno già che ho deciso di scongelare Colossus per partecipare all’edizione autunnale della Permafrost Jam . Si tratta di una ja...
Segundo Beta test
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2
Game Design
Después de mil años, realizamos el segundo beta test de Magicat Girls con un grupo de amigos. Las gatitas mágicas que salvaron el día fueron: 2DMoon: Cloud...
Play-By-Post and Journaling Guide
Game Design
Of Promises & Paper Airplanes can be used as a solo journaling RPG or as a play-by-post RPG between two or more players. Here is a simple guide: PROLOGUE: Set t...
The Rogue and The Wizard
1
Game Design
Hi there! Today, I'm talking Rogue and Wizard. I'm going to stop promising any of these will be short, but Rogue was, so I just kept going to round out the init...
Of Promises & Paper Airplanes Supplement
Game Design
Of Promises & Paper Airplanes has a specific scenario and motif — one of the Characters is on their way to the airport while the other one is folding a paper...
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Appunti di Game-Design: Conflitti e PNG
2
Game Design
Con questo articolo, conclusivo, sul Game Design di Wulfach, riprendo da dove avevo lasciato. Come vi avevo anticipato nel primo articolo, per Wulfach volevo cr...
The Cleric
1
Game Design
Hi there! I'm going to be talking about the Cleric redesign. It's not as much as the Fighter changes so this should be shorter. The Original First, the original...
The Fighter
1
Game Design
Hi there! Today I'm going to talk about classes. Specifically the one that started it all: Fighter. I've always said you can judge One Of These by how good thei...
Character Creation
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1
Game Design
Hi there! Last time, I covered the basic stuff that goes into each character. Now, we're going to go over what you need to make a character. There's really not...
The Downtime Session
Game Design
Well howdy, pardners! It's our third devlog for the updates to this here game, and tarnation do we have some fun stuff going on! We might talk more specifically...
Basic Attributes
1
Game Design
Hi there! I'm gonna talk about a lot of the other basics now - Attributes, Skills, and Icon relationships. Death to Ability Scores So ability scores in 13th Age...
Developing the Basic Mechanics
1
Game Design
Hi there! I'm going to be writing a bunch of devlogs about everything in 36th Way, in pretty much the order I developed it. This one's about the most basic mech...
Appunti di Game Design IV - Le meccaniche dell'orrore
Game Design
Ed eccoci all'ultimo appuntamento dedicato alle meccaniche secondarie di contorno del gioco. Parto dall'aspetto più semplice, quello del combattimento, che ha...
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Thoughts about v0.2 -> v0.3: Resources, Systems, and Size
Game Design
Hi there! I want to talk a bit about one of the bigger v0.3 changes: Ammo. That is to say, I'm adding it. If you haven't read my initial 0.3 post and my Armamen...
Thoughts about v0.2 -> v0.3: Armaments and Dice
Game Design
Hi there! As noted in my last post , one of the things I'm changing in v0.3 is Attack rolls keying off Armaments. I'm going to dive deeper into that here, think...
Appunti di Game-Design: il cuore meccanico di Wulfach
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Game Design
Eccomi finalmente con un post che vi racconta come funziona Wulfach. Partirò dal cuore del gioco, fondamentalmente il perché e come si tirano i dadi. Il gioco...
Appunti di Game Design III - Le meccaniche di risoluzione
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1
Game Design
Entro ora nel cuore diretto del gioco, il perché e come rotolano i dadi. Lo scopo, se volete, è banale: volevo offrire ai giocatori un'esperienza in linea con...
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Thoughts about v0.2 -> v0.3: Let's get weirder
1
Game Design
Hi there! So as alluded to, I have some ideas about what I want to do next to core. I came to these conclusions both by playtesting the game (and by replaying A...
Alchemy in His Majesty the Worm
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3
Game Design
Text for [Name This Alchemical Book!] is finalized, short of final copy editing, and is about to head towards layout. Wanted to take the time to give a retrospe...
Mobile Layout!
Game Design
Verhext Nochmal! Got a makeover! Thanks again to Jess Meier for the new mobile layout for the game!...
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