Archive for the ‘design’ Category.

Diversity and Inclusivity in SpyParty and the Beta Community

When you’re making an online multiplayer game, you have to worry about the community that builds itself around your game.  In the beginning the worry is, “Will there be a community at all?”  If you’re lucky and don’t screw things up too badly, and people like your game, a community will start growing around it, […]

Come ask questions of me and Jonathan Blow in San Francisco on Wednesday!

Update:  Okay, the video is up from this talk, it’s a mix of general indie game stuff, some SpyParty and The Witness stuff, and miscellaneous stuff: Jonathan Blow and I will be answering—or trying to answer—questions from the audience on Wednesday, May 8th, at 7pm PDT in San Francisco as guests of the SF IGDA. […]

A Perfect Game of SpyParty

I have a lot of stuff queued up to post about, but the other day, tytalus was playing theinfamousnolan and they were streaming both sides,1 and this game happened, and I simply had to write about it. First, since Nolan’s the Sniper in this game, you can sort of play along with him, so watch […]

A Room With a View…of the Courtyard

After a too-long PAX-and-New Character Art-based build hiatus, I’ve updated the Early-Access Beta build 4 times in the last week or so!  It feels good to be updating the game for the beta testers again! There are a lot of small fixes and features in these builds, but the two big ones are the addition […]

What topiary should I put on top of the new Courtyard map?

The true purpose of this post is to test the new CAPTCHA system I installed, after getting sick of reCAPTCHA letting in 40 spam comments a day.1 So, if you’ve never commented on the blog before, please chime in below so I can test that it works.  If you have commented before, then you shouldn’t […]