Tag Archives: Data

Lazy Designer – Changing Designer Data

Overview This post is a bit of an addendum for an earlier post (Data and Resource Generation) which talked about ways to organize the data needs for a game. Role-playing games are data intensive. In my career I’ve worked at two different extremes, in regards to how game data is organized and edited by designers.

Data and Resource Generation

There are many ways to organize game data. This section discusses some that have worked well for me in the past. Warning – technical game post. If you’re here for writing stuff only, run now. Overview Games are made of many things. There is the data — creature 3d models, textures, area maps, dialog files,

Backing up your data

I have a somewhat elaborate backup system that I use to make sure my writing, code and photographs are backed up regularly but I realized my process is fairly specific to my workflow and a bit complicated. So I decided against posting. So, simply consider this as a reminder to make sure you have a

Best Mouse Ever

So a couple posts ago I talked about going back to being ‘wired’ and loving it and I just discovered a secondary benefit of my ‘great technological push backwards’… my new (cheap) mouse doesn’t have a back button. I am delighted. I can’t count the number of times I accidentally pressed the back button on