15 Dec, ’24
Experiencing Technical Difficulties, or: When you try to make lemonade, but life grabs your lemons and squeezes them into your eyes
by Cal
Since my last blog posts, working on this new game was going really well. Key word: WAS. For the entirety of a few days! It was great!
8 Dec, ’24
"Cozy Game" Design Notes: Player Customization
by Cal
If there's one thing I really, passionately, way-too-strongly care about in Online Multiplayer Games, it is the ability to customize my character - or "character", as the game may be. If there's any kind of representation of The Player[^1] (and in an online multiplayer game, there pretty much HAS to be, right?) then I want customization options. But not just that: I want to be able to get more customization options. By playing the game[^2]. This is incredibly important to me, and if a relevant game fails to give me that option, it drops a giant anvil on the negative side of the scale.
5 Dec, ’24
What's In a Name? Everything
by Cal
I think probably the most upsetting part of having to permanently shelve my writing gamification project is that it completely wasted my *totally sweet* name and logo for it. I needed to come up with something that gave the right vibe and tone for the game. Something that conveyed a little bit of what the game was about. Something that didn't sound *agonizingly stupid*.
And now I get to do it all over again. Yayyyy.
3 Dec, ’24
It's All Coming Together, or: Both? Both. Both is good.
by Cal
I've been posting on here about Browser Games :tm: and Cozy MMORPGs, right? They have been, unsurprisingly, high on my mind when it comes to thinking about game dev, with any given day being more on one side than the other just based on, I don't know, my mood. What I was looking at most recently. And then, about a week or so ago, I was mulling over my "but if I made a browser game, what would it BE" dilemma once again, when the obvious solution struck me.
9 Nov, ’24
Hello Again, Godot
by Cal
In an unsurprising but disappointing move, I'm already back to making games in Godot. Why? Well, it turns out that even though Godot is less fun, less typing, and more clicking, it's also... faster. A lot faster. Not in performance, mind, in development speed.
7 Nov, ’24
I've Made a Huge Mistake, or: Game-defined goals are important, actually
by Cal
For years now, I've held that one of the key ingredients for a successful online game design is allowing - and rewarding - players defining their own gameplay goals. Instead of laying out a single primary progression track and leading players down it, creating a more varied buffet of gameplay that are all equally valid and rewarding, and letting the players try, define, and freely swap between their own long- and short-term goals within the gameplay.
6 Nov, ’24
So, about that livestream...
by Cal
It went great, actually! Had a little bit of a rough start, but things went pretty well and I enjoyed chatting with those of you who showed up. Then the week after was extremely busy and I only just found the time to post about it... a month later... haha....
2 Oct, ’24
Prestige, Succession, and New Game+
by Cal
Recently while not feeling well, I picked up a new free incremental game on Steam. (It's nice, it doesn't try to micro-transaction you to death, like all the others these days.) And that reminded me of an interesting exchange I had on Discord, and that got me thinking... There's several different "start the game over" type of mechanics, and you'd think they'd all be pretty similar, but in practice, they feel completely different. So I asked myself one of my favorite questions: why?
28 Sep, ’24
We're making it happen: First Livestream next week!
by Cal
TL;DR: I'm going to finally start doing some live streams! The first stream will be 4pm EST/1pm PST, Oct 4, at [twitch.tv/glassdragonstudios](https://twitch.tv/glassdragonstudios). I'll be getting my feet wet with Rust and SpacetimeDB by making something like a MUD!
24 Sep, ’24
Frameworks vs Engines, or: It's Not You, Godot, It's Me
by Cal
I've been learning how to work with Godot 4 for the past few months, and honestly I think it's a great engine. I like the whole modular design of its scene/node system - it suits the way I like to structure mechanics and stuff really well. GDScript is incredibly easy to pick up if you have any previous programming experience. It's got a ton of useful tools for setting up your 2D (and 3D, but you couldn't pay me to make a 3D game) environments and handling collision physics and all of that stuff. And it's Free and Open Source! Theoretically and philosophically, it was a perfect fit.