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#gamedesign

22 posts16 participants3 posts today
Svan Dendragon<p>Jeu "Les Élémentaires" :</p><p>Et pour le plaisir, je vous remets les coins automnal et hivernal du plateau en gros plan 🍁 ❄️ </p><p><a href="https://mastodon.art/tags/art" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>art</span></a> <a href="https://mastodon.art/tags/MastoArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MastoArt</span></a> <a href="https://mastodon.art/tags/jeu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>jeu</span></a> <a href="https://mastodon.art/tags/Les%C3%89l%C3%A9mentaires" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LesÉlémentaires</span></a> <a href="https://mastodon.art/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.art/tags/fantasy" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>fantasy</span></a></p>
Svan Dendragon<p>"Les Élémentaires" :</p><p>Concernant le décor du plateau, j'ai essayé de ne pas trop détailler non plus, mais je n'ai tout de même pas pu m'empêcher de placer quelques micros éléments que seuls les myopes et les enfants verront. 👀 🤭 </p><p>Notamment de minuscules oiseaux, renard et lapin 🦊 🐰 🐦 </p><p><a href="https://mastodon.art/tags/art" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>art</span></a> <a href="https://mastodon.art/tags/MastoArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MastoArt</span></a> <a href="https://mastodon.art/tags/Les%C3%89l%C3%A9mentaires" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LesÉlémentaires</span></a> <a href="https://mastodon.art/tags/jeu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>jeu</span></a> <a href="https://mastodon.art/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.art/tags/easteregg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>easteregg</span></a> <a href="https://mastodon.art/tags/fantasy" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>fantasy</span></a></p>
Tommy van Son ✔<p>Hmmm a sow-harvest mechanic... it takes time for a plant to grow until it's ready to be harvested, do that'll be a couple of turns in game. But now it's important to decide if we need seasons. To sow in spring and to harvest in autumn or whenever it happens for a crop. Or just allowing other periods. That'll need to be found out I guess. <br><a href="https://mastodon.gamedev.place/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a></p>
Fiction-interactive.fr<p>La table de mixage de la <a href="https://ludosphere.fr/tags/FictionInteractive" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FictionInteractive</span></a>, un outil de <a href="https://ludosphere.fr/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a> présenté par BenyDanette : </p><p><a href="https://www.fiction-interactive.fr/un-outil-de-game-design-la-table-de-mixage/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">fiction-interactive.fr/un-outi</span><span class="invisible">l-de-game-design-la-table-de-mixage/</span></a></p>
Andruid<p>🎉 Writing Games recently turned 3! To celebrate, I compiled the best insights from my first year of interviews—covering accessibility, community, and inclusive game design.</p><p>From screen-reader-friendly MU*s to gaming with chronic illness, these conversations highlight ways to make text-based games more welcoming for everyone.</p><p>🔗 Read the full recap: <br><a href="https://writing-games.com/3-years-of-writing-games-a-look-back/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">writing-games.com/3-years-of-w</span><span class="invisible">riting-games-a-look-back/</span></a></p><p><a href="https://mastodon.gamedev.place/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/Accessibility" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Accessibility</span></a> <a href="https://mastodon.gamedev.place/tags/RetroGames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>RetroGames</span></a></p>
Keith Senkowski<p>What is the Riddle of Steel? Well it was an influential game in the 00’s among other things. I poke at the memory stick with this essay. <a href="https://mastodon.art/tags/rpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rpg</span></a> <a href="https://mastodon.art/tags/ttrpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ttrpg</span></a> <a href="https://mastodon.art/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a></p><p><a href="https://keithsenkowski.com/the-riddle-of-steel/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">keithsenkowski.com/the-riddle-</span><span class="invisible">of-steel/</span></a></p>
Tommy van Son ✔<p>Thinking about the design of my game. Because I'm kind of merging the mechanics of Civ with the scale of AoE, there's interesting choices to make. For instance, do farmers need to drop off their produce before it's in the stockpile? Does irrigation need upkeep to remain functional? Does hunting involve turn-based animal units that walk across the map? Do we need different building materials? Work work work. <br><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a></p>
Svan Dendragon<p>"Les Élémentaires" :</p><p>Commençons par le plateau ! <br>Il peut y avoir jusqu'à 4 joueurs, et leur but est de ramener des "élémentaires" chez eux.</p><p>A l'origine, il y avait déjà l'idée des saisons mais pas le même but, et le format était rectangulaire.</p><p>J'ai conservé le décor saisonnier, qui sied bien pour différencier 4 joueurs, mais j'ai rajouté des chemins visibles.</p><p>Le plateau est désormais carré et également plus grand.</p><p><a href="https://mastodon.art/tags/art" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>art</span></a> <a href="https://mastodon.art/tags/MastoArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>MastoArt</span></a> <a href="https://mastodon.art/tags/jeu" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>jeu</span></a> <a href="https://mastodon.art/tags/Les%C3%89l%C3%A9mentaires" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LesÉlémentaires</span></a> <a href="https://mastodon.art/tags/illustration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>illustration</span></a> <a href="https://mastodon.art/tags/fantasy" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>fantasy</span></a> <a href="https://mastodon.art/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a></p>
Space Quest Historian<p><strong>My problem with Monolith - A Fair &amp; Balanced Rant</strong></p> <p><a href="https://spectra.video/videos/watch/5e2ffd02-1fb8-4ef4-975b-d3baeae28e34" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">spectra.video/videos/watch/5e2</span><span class="invisible">ffd02-1fb8-4ef4-975b-d3baeae28e34</span></a></p>
Andruid<p>Ever typed “LOOK AROUND” and found yourself on an epic journey?</p><p>Text-based adventure games have been turning words into worlds for decades. From Zork to AI Dungeon, these games show that imagination is often the best game engine of all.</p><p>🤿 Take a casual dive into their history and evolution: <a href="https://writing-games.com/text-based-adventure-games-zork-to-ai-dungeon/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">writing-games.com/text-based-a</span><span class="invisible">dventure-games-zork-to-ai-dungeon/</span></a></p><p><a href="https://mastodon.gamedev.place/tags/InteractiveFiction" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>InteractiveFiction</span></a> <a href="https://mastodon.gamedev.place/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a> <a href="https://mastodon.gamedev.place/tags/Gaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Gaming</span></a></p>
Exeunt Press<p>I released ADVENTURE! Make Your Own TTRPG Adventure today, a new guide from Skeleton Code Machine. Art by Evlyn Moreau.</p><p>Read it here: <a href="https://www.skeletoncodemachine.com/p/adventure-preorder" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">skeletoncodemachine.com/p/adve</span><span class="invisible">nture-preorder</span></a></p><p><a href="https://dice.camp/tags/ttrpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ttrpg</span></a> <a href="https://dice.camp/tags/rpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>rpg</span></a> <a href="https://dice.camp/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://dice.camp/tags/zines" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>zines</span></a> <a href="https://dice.camp/tags/zine" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>zine</span></a></p>
Weary Wulf<p>[P] 2013 is as far as OpenCritic goes back and, nope, nothing. It's juat striking me how long it's been since I bought an AAA game. Portal 2 might actually have been the last wheeze for me befors AAA became SSS. It's so important to me that a game have a voice: in its aesthetic, its gameplay, its story. I just haven't seen that in an AAA game in forevsr. And if you were to tell me that Portal 2 is more AA than AAA? I might've never enjoyed an 'AAA' game.</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.social/tags/videogames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogames</span></a></p><p>-5</p>
Weary Wulf<p>[P] Ah... Hm. Tacoma? Finding Grace? Firewatch? Subnautica? Call of the Sea? Anything I can think of is AA/Indie. I'm not sure if Sonic counts as it doesn't really have the vibe of SSS. It isn't Soulless Slop Slurry. I really can't... I might actually have to look back on OpenCritic to find the last time I was excited about an AAA game. I really think it might've been Portal 2. I can't figure out what the tippingpoint from AAA to SSS is. It's confounding.</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.social/tags/videogames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogames</span></a></p><p>-4</p>
Weary Wulf<p>[P] I've juat been playing Neurodiver and Cavern of Dreams with a huge grin on my face. They're both so passionately, sincerely, earnestly weird and that's what I want out of a game, not soulless slop that's meant to be people-pleasing, where it feels like one has to be some kind of narcissist or sociopath (or both) to enjoy half of it. It's just so much nothing. When was the last time an AAA game had a voice? Portal 2? And since that? Errr...</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.social/tags/videogames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogames</span></a></p><p>-3</p>
Weary Wulf<p>[P] The thing is is that there might've been something after Portal 2, but it's so hard to recall as everything's been drowned out in what AAA has been for more than a decade. Right now, AAA is more aptly monikered SSS—Soulless Slop Slurry. I see creative minds junping ship left and right to join AA or indie teams and... honestly? The SSS industry is set to crash. I nake that distinction, as AAs and indies will be just fine.</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.social/tags/videogames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogames</span></a></p><p>-2</p>
Weary Wulf<p>[P] Hm. If there's anything my current experiences have taught me? If I want to play an actually good game, either grab an old title (like Thief), an AA (like Subnautica; Below Zero), or an indie (like Cavern of Dreams). I honestly can't gst over the state of AAA games right now. I'm straining my mind to remember when the last good one was. It's kind of an emp5y void that begins after Portal 2 ends. There must've been something decent after that, right... ?</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a> <a href="https://mastodon.social/tags/videogames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogames</span></a></p><p>-1</p>
Tommy van Son ✔<p>Making a game about ancient Mesopotamia is also designing mechanics about religion and what the gods think or what the people think the gods think. Something to think about. <br><a href="https://mastodon.gamedev.place/tags/GameDesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDesign</span></a></p>
jesterchen42<p>The challenge is to choose 20 games that greatly influenced you.</p><p>One game per day, for 20 days. No explanations, no reviews, no particular order.</p><p><a href="https://social.tchncs.de/tags/retrogaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>retrogaming</span></a>​<br><a href="https://social.tchncs.de/tags/retrogame" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>retrogame</span></a>​<br><a href="https://social.tchncs.de/tags/videogame" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>videogame</span></a>​<br><a href="https://social.tchncs.de/tags/gamingart" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamingart</span></a>​<br><a href="https://social.tchncs.de/tags/gamingcommunity" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamingcommunity</span></a>​<br><a href="https://social.tchncs.de/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a>​<br><a href="https://social.tchncs.de/tags/gamedevelopment" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedevelopment</span></a>​<br><a href="https://social.tchncs.de/tags/gamingindustry" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamingindustry</span></a>​<br><a href="https://social.tchncs.de/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a>​<br><a href="https://social.tchncs.de/tags/pixelart" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>pixelart</span></a>​<br><a href="https://social.tchncs.de/tags/indiegame" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiegame</span></a></p><p>Day 2<br>Duke Nukem 3D</p>
copygirl<p>Food items should be about quality, not quantity. Return home every hour or so, have a good, prepared, hot meal. Get a buff that lasts until the next meal. Then you’re full and you can’t eat for quite some time. Maybe you can have snack type food items that give you buffs for a shorter duration here and there.</p><p>And I feel like food items (especially prepared meals) should degrade over time. There should be a reason for a kitchen and a dining table in your house; for you to call your multiplayer buddies in to have that meal together at the same time!</p><p>Valheim does this a little bit, but I think you still eat too often. It shouldn’t be a chore. It should be something you, or a friend, or an NPC, makes for you, and you carry the benefit with you for a while without having to think about it as often.</p><p>You could even go a couple of meal cycles without starving right away if you want to avoid the chore for longer, you just won’t get the buffs.</p><p><a class="hashtag" href="https://fedi.anarchy.moe/tag/gamedesign" rel="nofollow noopener noreferrer" target="_blank">#GameDesign</a></p>
Digital Mark λ ☕️ 🕹 🙄<p><span class="h-card" translate="no"><a href="https://dice.camp/@kellshaw" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>kellshaw</span></a></span> I try to put in there the stuff I actually need to know in a game. So, specifics on how to handle skills, magic, some hints for designing wilderness, towns, dungeons, events and wanderers. Tables for naming things. Law &amp; order system is vital in my games.</p><p>I figure anyone reading that far into an RPG knows how to GM more or less, but they need genre-specific help.</p><p><a href="https://appdot.net/tags/ttrpg" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ttrpg</span></a> <a href="https://appdot.net/tags/gamedesign" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedesign</span></a></p>