Navigation in an adventure game is the most basic mechanic.
How can we have more adventures in roguelikes and less combat?
I'm not an artist. So for many of my projects I rely on the generosity of others. Here's a fantastic tileset to grab onto.
I love podcasts. Let's talk about which ones are worth listening to. "Three Moves Ahead" is a great place to start.
I'm fascinated by how gamedevs choose to model their games. Let's take a look at StoryNexus, from Failbetter Games.
My favorite game name, and my first app in an app store.
Locomalito's passion for video games as art is contagious. Each of his games is lovingly handcrafted, with subjects slightly askew from the conventional.
One of the earliest and most enduring digital game genres, the adventure game's basic template is simple.
I'm not quite sure how I could ever top The Anatomy of Games' deconstruction of The Legend of Zelda.
I don't think I've read anything that's filled me with the same sense of limitlessness as Lampton's book.
Link's movement displays a surprising amount of subltety.