a blog by Chris Parsons
Posts tagged "game design"
5 ways I screwed up Sol Trader's launch: a post-mortem
28 Jun 2016
Gossip: the best new Sol Trader feature for ages
09 Feb 2016
The top 5 space games of 2015
28 Jan 2016
The cunning plans of Sol Trader
12 Jan 2016
Full disclosure: Sol Trader conversation upgrades
01 Jan 2016
The Sol Trader Christmas Eve update: moddable missions
24 Dec 2015
New Sol Trader beta: the science of blame and unforgiveness
02 Dec 2015
Modelling opinions and prejudices in Sol Trader
27 Nov 2015
Sol Trader combat preview
11 Nov 2015
Three days to go
18 Sep 2015
Gossip as a game mechanic
03 Sep 2015
How Sol Trader uses information as currency
24 Jun 2015
How to quickly add bloom to your game engine
10 Jun 2015
The huge difference a good Entity System could make to your game
03 Jun 2015
How tone of voice works in Sol Trader's dialogue system
27 May 2015
How dialogue works in Sol Trader
13 May 2015
How face generation works in Sol Trader
06 May 2015
How I'm using Proxemics in Sol Trader's game design
28 Apr 2015
How to choose between realism and fun in game design
15 Apr 2015
4 things every space game must have
25 Mar 2015
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