I’ve made a sort of protracted mistake in managing the Escape the Nightmare Kickstarter campaign, at least for the last month, arguably for longer. I’d like to use today’s game design column to go into that and think about exactly what went wrong to help myself and others avoid similar situations in the future.
Monthly Archives: July 2016
Getting a Game on Tabletop Simulator
Wizard’s Academy is live on Tabletop Simulator. I thought that it might be nice to take a moment to talk about the process of making that happen in the hopes of helping other designers who might be inclined to do the same thing. In summary though, the process wasn’t bad and Berserk are wonderful partners and do great work. Look how well it turned out:
How should AI cheat?
Last week I was writing a cardboard AI for a game and reached the conclusion that in order to make the game fun and challenging it would have to be allowed to cheat. In this case by starting with more resources than the human player(s). An algorithm that could equal human play would be too complicated to execute and bog down the game, so a simpler one was required to make the game fun and it had to cheat to make the game interesting.