Slime Salad Game Design Discussion

Make games! Discuss those games here.

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SwordPlay
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Slime Salad Game Design Discussion

Post by SwordPlay »

I know there's a channel in the SS discord that serves a similar role.
Maybe time to post to the forums more and show what our slime is made of (its made of game design)

post links and resources, inspo, ideas, ideology etc., related to game design and all aspects thereof

I assume everyone is already familiar with the main youtube channels that are well known for covering game design in a scholarly fashion... GDC, Adam Millard, GameMakersToolkit, Design Doc etc., so it'd be good to get some content flowing on more tangential ideas (VIBE) rather than this thread being strictly for resources... comedy, review, commentary, news etc, is fine too. Like Dunkey or ZeroPunctuation, or Hbomberguy, Upisnotjump, YakkoCMN, Noah Caldwell-Gervais, Seer, ThorHighHeels, Razbuten, LarryBundyJr, SomeOrdinaryGamers, YongYea, ExtraCredits, EasySpeezy, Garbaj, GamesWithGabe, Roguelike Celebration, Gaming Historian, The Game Overanalyser, Designing For, Press Start To Continue, etc.,
too many to list

Once you get your youtube algorithm going it can suggest content more acccurately.







(swearing)
"Imagination. Life is your creation."
TMC
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Re: Slime Salad Game Design Discussion

Post by TMC »

Well, no, haven't heard of any of them except ZeroPunctuation and Roguelike Celebration, but thanks for listing them. Would you like some discussion, or just want to create a game design resources thread?

Was skimming a boardgame review (not particular interesting) and read:
[Warhammer 40K Kill Team] tried very hard to use the same kind of unit statistics and gameplay turn structure as the mainline version of the tabletop wargame. That ultimately proved unwieldy, especially with each player moving and shooting before their opponent had a chance to respond. ... Kill Team felt ponderous and slow.

Octarius’ new Core Book throws those legacy trappings right out the window... Now, each individual model — not each player — takes its turn before moving on to the next. This results in much more fluid engagements, with back-and-forth battles that are far more cinematic in their execution.
An improvement that must seem blindingly obvious in hindsight.
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SwordPlay
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

i think specifically resources might warrant their own thread. this thread is not meant to be academically rigorous

inspo, design philosophy, ideas and general discussion are all good stuff.
"Imagination. Life is your creation."
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

facebook and youtube algorithms are incredibly helpful sometimes.
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"Imagination. Life is your creation."
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

I love videos like this. This channel also has interesting videos teaching Toki Pona
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

"Imagination. Life is your creation."
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

"Imagination. Life is your creation."
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

do you appreciate skyboxes with the same enthusiasm you make love???
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pjbebi
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Re: Slime Salad Game Design Discussion

Post by pjbebi »

I've been messing with some ways to use map layers/parallax to convey which path leads to where, in a side-scrolling loop of road. do you know any games that aren't linear, left-to-right things that signal what's behind in this manner?
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SwordPlay
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

pjbebi wrote: Sun Jul 24, 2022 3:12 am I've been messing with some ways to use map layers/parallax to convey which path leads to where, in a side-scrolling loop of road. do you know any games that aren't linear, left-to-right things that signal what's behind in this manner?
i have no idea what that means. behind what? the player? the scenery/bg?
I take it you mean you move left-right, but you can navigate to another map which lies behind or in front?
or do you mean you can see the map in the background and you travel between foreground and background?
or do you mean not a left-right thing (game)?
I'm not sure what you intend by parallax. It's a good idea though.

perhaps like Spelunky 2 or Valkyrie Profile or something? or something like Pandemonium (PS1)?
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Re: Slime Salad Game Design Discussion

Post by pjbebi »

I guess it's hard to explain.
tough quest0004.png
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above, is what the map looks like in the ohr editor
tough quest0005.png
tough quest0005.png (5.3 KiB) Viewed 1859 times
and here you see a path leading to the distant mountains. but I suppose a true skybox would be in yet another layer
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Bob the Hamster
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Re: Slime Salad Game Design Discussion

Post by Bob the Hamster »

Eee! Those cards look so cool! I have no idea what any of them mean, but I love how they look
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Re: Slime Salad Game Design Discussion

Post by pjbebi »

Bob the Hamster wrote: Sun Jul 24, 2022 7:04 pm Eee! Those cards look so cool! I have no idea what any of them mean, but I love how they look
thanks. they represent those fairies floating around gina's head, to be cycled through to use magic abilities.
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Re: Slime Salad Game Design Discussion

Post by SwordPlay »

"Imagination. Life is your creation."
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