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Tag archives: rules

Setting Rewards for Player-Created Puzzles

Our browser-based puzzle game about hacktivism, Exploit: Zero Day, has two major components: Jobs and player-created puzzles. Jobs are what a traditional MMO would call PVE challenges; they're story crafted by us, which you play through alone. Player-created puzzles, on the other hand, are currently the closest thing we have to PVP challenges, although in our case the goal isn't really to defeat the other player but to give them an interesting challenge.

We're currently developing currency mechanics that will serve as an extra incentive for players to create puzzles and solve other players' puzzles (we call puzzles "systems," since they represent computer systems in the game's fiction). Players will be able to earn "scryp" by solving puzzles or having puzzles in their home cluster solved, which they can spend to make their home cluster more attractive and challenging. A big question arises, however. How do we set these rewards to encourage people make the best systems they can?

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Designing a Game - Concept to Polish

In April, Gregory gave a presentation for the local Charlotte GameDev Meetup group. The talk was called "Designing a Game - Concept to Polish," and it goes through the process of designing a game. No programming, no technologies discussed: just how to turn an idea into mechanics, rules, and challenges. ...

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