By Sebastian Hickey
“Oooh, what’s that smell?” I thought, pulling Way of the Agent from the larder. It had gone a bit stale.
Last month, I started on a game called Hell for Leather for Nathan Paoletta’s Two Games, One Name competition. I didn’t know how deeply I was going to surrender to the design process. Ideas were distilled through gauzes of critique, until eventually there dribbled something clear and glistening. A game. A real, finished[1] game. Skipping away from that realisation, I headed back to the old camp, where I’d left Way of the Agent to rest. But as soon as I picked up the notes, as soon as I scanned the mock-up character sheets and document layouts, I knew there was something amiss. Way of the Agent had become corrupted, as though there was tumour there, and I hadn’t been able to see it until now. More… »
By Sebastian Hickey
With the advent of the Two Games, One Name competition, things are grinding down on WotA for a few weeks. This is a bit of a cheat, but I’ll need to move the deadlines around a little. I know, I know. Lame. But the release date sticks, okay? Is that good enough for ya? More… »
By Sebastian Hickey
Podcast Length: 4 mins
Sebastian Hickey of Cobweb Games discusses lessons learned from the first of many playtests.
The Game Design Case Study series will delve into More… »
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By Sebastian Hickey
As mentioned in the podcast, here is the design schedule for Way of the Agent. There’s a lot of work in this, but I think the deadlines are realistic. October is a busy month. I’ll post a revision to this in a month or so, to give you an idea how things went and to take a look at scheduling in retrospect… More… »
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