My Understanding Of Charts
Grumpy Gamer
AUGUST 27, 2014
Grumpy Gamer
AUGUST 26, 2014
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
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Grumpy Gamer
AUGUST 5, 2014
More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I'm not sure who's phone number that is on the last page. I'm afraid to call it.
Grumpy Gamer
AUGUST 4, 2014
More crap that is quickly becoming a fire hazard. Some of my notes from building SCUMM on the C64 for Maniac Mansion. I’m not sure who’s phone number that is on the last page. I’m afraid to call it.
Grumpy Gamer
AUGUST 2, 2014
I’m looking for some good recommendations on modern 2D point-and-click adventure game engines. These should be complete engines, not just advice to use Lua or Pascal (it’s making a comeback). I want to look at the whole engine, not just the scripting language. PC based is required. Mobile is a ok. HTML5 is not necessary. Screw JavaScript.
Grumpy Gamer
AUGUST 3, 2014
I'm looking for some good recommendations on modern 2D point-and-click adventure game engines. These should be complete engines, not just advice to use Lua or Pascal (it's making a comeback). I want to look at the whole engine, not just the scripting language. PC based is required. Mobile is a ok. HTML5 is not necessary. Screw JavaScript. Screw Lua too, but not as hard as JavaScript.
Grumpy Gamer
AUGUST 10, 2014
In part 1 of 1 in my series of articles on games design, let's delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Don't confuse it with a flow chart, it's not a flow chart and the subtle distinctions will hopefully become clear, for they are the key to it's usefulness and raw pulsing design power.
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