Discover and read the best of Twitter Threads about #gamedesign

Most recents (4)

Someone wrote on reddit (paraphrasing) "@MonteJCook's Invisible Sun has a $99 PDF. That's ridiculous. No PDF is worth that much."

They're wrong. Let me tell you why you're not paying enough for your RPGs.

P.S. Sorry for picking on you, Monte.

#ttrpg #rpg #rpgwork #gamedesign
For starters, let's set aside "it's 80 different digital components" and arguments like that. One file or a dozen, $99 is still a reasonable price for a complete game system.
First, let's think about how we typically consume games. Unless it's the big one (cough dnd), it's a pretty safe bet that there is one copy of the rulebook per table.

Someone sees a neat system and says "hey, I'll pick this up, the group would love it" and they go from there.
Read 24 tweets
Thinking of building a 100% meditational 🙏 mobile game where your gameplay syncs with the music with visual cues to practice meditational/mindfulness techniques

Easier said than done. Let the hacking begin.. in this thread 👇
✨ Blank Slate. Let's go.

Naive Objectives:
👀 Visual appeal. Get the eyes glued.
🎼 Audio/visual cues
🚥 Basic movement controls
🛣 Endless scroller
I want to give focus to the character. The movement of the character represents the state of the player's current mindset. i.e. slow down when the player starts to focus more, speed up when it demands focus.

The best way to represent this is by adding a 3rd person camera control
Read 24 tweets
We talk a lot about "arcs" in games: How does a player's game-state change from the beginning to the end. Victory points are one method of tracking that arc. Some games drip VP while others spike-and-plateau. Charting it, I noticed some loose correlation to game genres.
Some games layer different types of arcs into a single play experience, either by allowing different paths to victory or having multiple victory conditions. #GameDesign
Dividing up the vertical regions of this chart, you start to see some common game design issues expressed visually. In this example, the issue of how much of a player's progress to victory should be hidden to the rest of the players. #GameDesign
Read 4 tweets
Seems to be a lot of demand for this, so here are some GDD Writing tips I've picked up over the years (Thread) #gamedev #gdd #gamedesign
1/ GDDs should be as long or as short as they need to be to describe the features of the game
2/ If you're working in a super collaborative team, keep your GDDs short and agile. Use supporting docs & evolve your design through collab
Read 20 tweets

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