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Posts by Soren Johnson

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Designer Notes #93: Charles Cecil – Part 1 In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discus…

Designer Notes #93: Charles Cecil (@revolutionsoftware.bsky.social), co-founder of Revolution Software, lead designer of Beneath a Steel Sky and the Broken Sword series. Part 1!
www.designer-notes.com/designer-not...

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CorgiSpace on Steam CorgiSpace is a collection of 8-bit games that have short legs on purpose. This anthology includes more than a dozen action, adventure, arcade, and puzzle games, and each can be thoroughly explored in...

holy moly, ok! we did it?? we made a collection??? it's the first 13 games, bundled up with unlockable dev notes, updated audio, some sneaky bug fixes, cloud saves, and Steam Deck support!! store.steampowered.com/app/4044300/...

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One more thing: Loved being able to use the #GDC26 Podcast Booth for a live Designer Notes. Was a great experience being able to see and also talk with listeners before and after the show. Thanks for following me on this (lengthy) endeavor! (Should get to episode #100 soon...)

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And that's a wrap - see you next year! #GDC26 #GDC27

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Saltsman: I get over the "blank page" problem when making a game by starting on the art tab instead of the code tab (in PICO-8). #GDC26

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Saltsman: Follow your ideas where they lead to end up in a place you never would have found without that process. #GDC26

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Saltsman: Discovering the right formula for your idea is the process of having your darlings and killing them too. #GDC26

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Saltsman: Ideas are much more important to protect than any other part of your project. #GDC26

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Saltsman: Formulas are not the same as ideas. Ideas are what you want to say. Formulas are how you are hoping to achieve that. #GDC26

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Saltsman: Truly easy things tend to be not obvious - no one may have considered skipping the normal steps. #GDC26

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Saltsman: My manifesto for making games. How can we make it easy on ourselves. #GDC26

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Saltsman: What if we could make games for ourselves? #GDC26

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Classic scope creep... #GDC26

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Holley: The Golden Secrets of Yotei's Event Deck. #GDC26

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Holley: Shortcomings to the Event Deck in Yotei. It relies heavily on dialogue, which is expensive to make and can fatigue players who usually skip dialogue. #GDC26

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Holley: The advantage of Yotei's robust and dynamic Event Deck is that we can focus on outputs instead of inputs. The player can make their own choices (the input) and the game can still lead them down a good path (the output). #GDC26

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Holley: We could sometimes fake things by using the same voices for multiple characters during fast scenes (like combat)... as long as we weren't switching genders. #GDC26

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Holley: The math for each Event's combination of conversations times voices times lines depends on how important the Event is. #GDC26

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Holley: Hard reality for Yotei's VO budget. #GDC26

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Holley: We had to do the hard work of having multiple ways (including different VO passes) to communicate the same Event. This one has four different dialogue sequences. Three will not be used. All that is multiplied by different languages and six different actors who cover multiple NPCs. #GDC26

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Holley: These different player actions would have led to the same story beats (main quest, weapon unlocks) from the Event Deck. #GDC26

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Holley: Camping Events are very important because it's a frequent player action that happens everywhere. We can rely on them in case players ignore all the other Event triggers. #GDC26

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Holley: Here are examples of rules that are checked to determine which Event is chosen when camping. The situation needs to match how the Event will be delivered to the player. #GDC26

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Holley: In Yotei, if multiple Events are valid, then we always choose the first one, giving the system a natural linear order. #GDC26

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Holley: Each Event has multiple ways that they can be added to the game, depending on the context of the current encounter. #GDC26

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Holley: Yotei sometimes reorders the deck depending on what you already are pursuing. Better not to overwhelm the player with multiple goals that are too similar. Every goal you give the player has a cost. #GDC26

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Holley: We have a Loneliness card in the Deck that skips over giving the player a new task, to slow down the pacing and let the player experience the world in quiet. #GDC26

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Holley: We needed a variety of Dealers because not all players do the same interactions. (Some may never look at a bounty board.) #GDC26

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Holley: Various interactions (bounty board, camping, customer in sake house) are Dealers that draw from the Event Deck to give you a near-term goal, depending on your current situation. #GDC26

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Holley: Yotei implemented a "dungeon master" to guide players through the game via a Event Deck of possible story beats, side quests, weapon unlocks, etc. #GDC26

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