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Doors (Lazy Designer #3 Excerpt)
I realize I have not been posting much game design related information to this blog, so here’s a snippet from the rough copy of the next Lazy Designer book. This excerpt is from the systems chapter of Lazy Designer #3 : Designing Gameplay (now available on Amazon). Doors Doors seem simple, at least in our real world (unless you’ve ever had to install them) but they can cause numerous headaches in a videogame, unless well designed. The rules governing their behavior must be mapped out, from how they interact with visiblity, to how player controlled creatures and NPCs use them. Perception The most logical use of a door is to…
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Short Story Grumblings
I wrote a lot of short stories last year. These, added to my existing inventory, mean I am marketing something like thirty short stories, most of which I try to keep submitted (at a market, under consideration) at any given moment. Over the past few days I started going through those submissions which had overdue responses. The results were discouraging to say the least. The replies have fallen into these categories: – submission received but somehow lost while under consideration – submission rejected but reply didn’t reach me (which has proven an additional headache, email from a major submission engine wasn’t reaching me) – story marked as accepted in submission…
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Not Another Lego Picture
Still no real news to report so here’s a bit of a status update. First, progress on the Lazy Designer Book 3 is slow. And it has decided to reproduce. This is the book on gameplay and it seems that I have more to say on the subject than I initially imagined. I have almost reached the 80 000 word mark on it (book 2 was about 50 000). Given the size of this book I am going to split off the section on story/character (which was intended to be part of this volume) into its own book (becoming book 4 of the Lazy Designer series). My intent is to…