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You can have one action in 3 different form factors, and you've got 3 essentially different games. It's worth iterating a lot to find the one that unlocks the biggest design space.
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قسمت های دیگر در این پادکست
Canticle came to life, and to my exact specifications. But my exact specifications were wrong. Fixing it led to an explosion of great ideas.
I learned a lot by calling some people up on the phone. Most notably: physics matters.
I want to be generous, not chintzy with the coolest parts of my game. But that does not mean I should be generous with all the parts of my game. Brian Moriarty's talk linked here.
سلب مسئولیت: پادکست و آثار هنری تعبیه شده در این صفحه متعلق به John Drexler است که متعلق به صاحب آن است و به Listen Notes، Inc وابسته یا تایید نشده است.
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