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roguelike education - july highlights

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Kevin Harris

3913 S●●●●●●ite Dr

La●●on , OK, 73505

US

971.●●●●3674
ke●●●@studiotectorum.com

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3913 S●●●●●●ite Dr

La●●on , OK, 73505

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971.●●●●3674
ke●●●@studiotectorum.com

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roguelike education - july highlights | roguelikeeducation.org Reviews
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1 july highlights
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6 alex wawro reports
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10 june highlights
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july highlights,mixed media,permalink,and uk,irdcs,alex wawro reports,alchemist atelier marie,kongai,previously,june highlights,may highlights,march/april highlights,forlorn four 7drl,sneak 7drl,roguelike education,kevin@studiotectorum com,tectorum
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roguelike education - july highlights | roguelikeeducation.org Reviews

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1

june highlights

http://roguelikeeducation.org/42.html

June was a great month for me personally, as I finally launched the Studio Tectorum. Website as part of finishing up the commercial version of. Andreas Papathanasis's The Tech Arms Race in AAA. Revisits the question of what makes a digital game a game, concluding that it's. Nicely complements this article. Miya Tokumitsu's explanation of Why we Should Listen to Frank Lloyd Wright. Is relevant for developers who consider themselves artisans and strive for a hand-crafted feel in their work. When I heard.

2

july highlights

http://roguelikeeducation.org/43.html

The 2015 International Roguelike Developer Conferences are all done! John Harris wrote an overview. Of the US IRDC, and Darren Grey did likewise. Of the UK IRDC. Videos of the US IRDC are also available. And episodes of Roguelike Radio were recorded for both the US. Miranda Campbell's essay, Culture Isn't Free. Asks how society (presumably in the US) can better financially support creative employment. It poses an interesting contrast to Kristine Kathryn Rusch. And Dean Wesley Smith.

3

may highlights

http://roguelikeeducation.org/41.html

May has been another busy month, and much of my new gameplay time was spent playing Nussygame's. While I've played and enjoyed deck building games previously, this is the first one I've played that felt as if it were designed for computer play. Blends its deck building aspect with a single-player dungeon crawl. The English translation could be clearer, but I keep finding inspiration in this and. Nick Bentley's The 100:10:1 method the heart of my game design process. To be a useful source of information t...

4

sneak [7drl]

http://roguelikeeducation.org/38.html

Is a stealth pseudo-realtime roguelike. It was fun and I'll continue to play with it. Completing the first mission in. The guards have the standard patrol and alert states of stealth games, and it works well with the generated levels. Unlike many stealth games, the guards didn't seem to fall into predictable patterns, requiring frequent improvisation. And alerted guards whether after spotting you or bodies left behind become even more frenetic in their searches. Beware the space bears [7drl].

5

march/april highlights

http://roguelikeeducation.org/40.html

March consisted primarily of the 7DRL Challenge. Are out, and. Came in with a respectable 2.11 rating. I've been working on an improved version of it since then. The starting location in the new version of. No more menu-based towns! The same scene with ASCII tiles, which is configurable in-game. And again with more iconic tiles. On to the highlights during March and April:. Mark of the Ninja. The Politics of Girls Drawing Manga. Ursula Le Guin at 85. Is an interview about her life and work featuring addi...

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