Roguelike Deckbuilder Tropes, Part 2
Persistent damage to your main character is a staple in the roguelike genre. Without it every battle would be all-or-nothing: lose the entire run or continue with at full strength.
Unfortunately RTS fights are, by their very nature, pretty all or nothing.
Roguelike Deckbuilder Tropes, Part 1
A while back I started writing a post going through all the roguelike deckbuilder tropes, and discussing how I’m considering using (or not using) them. Turns out that was going to be a MASSIVE post, so the new plan is to discuss just one trope at a time, in an ongoing series.
Solar Empire Ship Art
Today’s post is short and sweet: just me sharing two awesome pieces of card art from Antoci Bogdan!
Designing RTS Units For a Card Game
My goal for Flaregate Network is to make something pretty faithful to my StarCraft II mod, KeyStone, which takes the units from StarCraft and lets you create and command them by playing cards.
There is one major area where I definitely cannot do a perfectly faithful port though, and that’s unit designs.
Getting Down to Business
A couple months ago I sustained a repetitive strain injury in both my wrists, from spending too much time on technology, and too much time lifting my two small kids.
While resting, I spent a lot of time doing business research in the indie games space. Here are some of my findings:
Time To Ditch Unity?
The Unity game engine has changed it’s pricing model, and game developers everywhere are outraged.
I get why some kind of change was necessary. Unity is popular but it’s not profitable, so they need to charge their customers more.
But the exact details are bad enough that my current plan is to pause development for at least a couple weeks to see if they backtrack. If they don’t, I’m planning to restart in a new engine.
Art on a Tiny Budget Part 1: Generative AI
I used to think the biggest barrier to making games was coding.
It only took a few small hobby projects for me realize the truth: most games have a lot of art.
Status: Aug 2023
I’m currently working on singleplayer content, which will be a major focus for Flaregate Network.
Into the Unknown
Over the years I’ve thought about what it would take to make a stand-alone game in the same genre, and dismissed the project as too big. Fans of KeyStone occasionally ask about the idea too. But yeah, “too big” I told them.
Over the last year or so my thinking on this began to change.