Archive for the ‘design’ Category.

Come See+Play SpyParty at UC Berkeley On Wednesday

This week—Wednesday, March 23rd, 2011, at 6pm, to be precise—I’ll be giving a short lecture on SpyParty and indie game development at UC Berkeley, and then we’ll do a playtest until they kick us out of the building.  Speaking of the building, it’s Room 202 in South Hall.1  The lecture is free and is open […]

RT(updated)FM

I’m sitting here in the Fire Hose Games offices, trying to stay out of the way1 as they do interviews about Slam Bolt Scrappers, which is shipping on PSN on March 15th,  getting ready for PAX East, and I realized I still hadn’t posted the new manual! So, here’s the pdf, ready for half-fold double-sided […]

Seduction on the Balcony

GDC fast approaches, and I’m trying to make sure all the new stuff I’ve added actually works as designed for people coming to play in the IGF Pavilion, and that means playtest → tune → playtest → tune… Last night the gang came over, ostensibly to playtest the entirety of the aforementioned stuff, but the […]

Action Test, Seduce Target, and New Maps Playtest Reports

Tonight we did the first playtest of the new Seduce Target mission and the new maps I’ve been working on for the GDC build.  I also realized I never wrote up the results of the Action Test playtest session, so I’ll stick those in here as well. The Action Test Mechanic I playtested the Action […]

Simulating Seduction

Just in time for Valentine’s Day, the newest SpyParty mission is Seduce Target.  I was having trouble figuring out the low level design for the Poison Drink mission, so I decided to put it on the back burner to simmer a bit more1, and do a couple different missions for the GDC IGF booth build. […]