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Hello, everyone! Issue #323 of my newsletter is now out. Inside: using retrogaming tools for rapid prototyping, a rant on the Ruby software ecosystem and a handful of links with little comment. Enjoy!

Everyone's talking about the Bundle for Racial Justice and Equality put forth by a few days ago, and it warms my heart to see it.

There's a bundle the Racial Justice and Equality here:

The profits are split 50/50 between NAACP and the Community Bail Fund and the bundle has a frankly unreasonable amount of video games and assets.

And... I have one third of a new game mapped out, plus a rough idea of the rest. It's fitting together like gears in a clock. So happy.

Can't believe that I'm about to start putting together the second No Time To Play book for sending to beta-readers. It was a long half-decade.

I love the way that NPR send you to a better, text only version of their articles when you try to visit from the EU.

Just got a glowing review for Keep of the Mad Wizard over on, literally minutes ago. And I have no way to express my gratitude to the reviewer.

Hello, everyone! Issue #322 of my newsletter is out, with an account of my recent activity and plans for the near/medium future, then a few words about the Narrascope conference and game jam. Enjoy!

If anyone ever tells you again that books, movies or games are divided into genres because that makes it easier for publishers to market and sell? Laugh in their face. It's audiences that only ever want to see very specific stuff made by a fixed recipe followed without deviation.

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Never mind, I have my answer: no, no we couldn't, because fans of old-school treasure hunts would reject anything that tries to be a little different, while fans of Infocom-style literary games would still turn their noses. Turns out artistic genres are fixed and well-delineated.

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I very much like the idea of the Scott Adams text adventure format, but games made for it are invariably inscrutable. Nowadays it's best studied for historical reasons rather than used. Or is it? Could we apply modern design sensibilities to this most old-school authoring system?

Spent an afternoon reading all about Mike Taylor's ScottKit. I had no idea how much Alan 3 was influenced by the Scott Adams game format.

Don’t be afraid to try new things just cause you might do it poorly or wrong, because that’s how we learn and grow.

Write that story, make that drawing, sculpt that statue, compose that song, verb that noun!

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The amount of options offered by is truly impressive. Ren'Py, Love2D and Godot are all included, along with more obscure options.

But the worst thing is people in charge always denying that it's a problem even as they keep having to address the same confusion again.

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For what it's worth, I wrote just such a comparison in 2016. Guess I should advertise it more, just in case:

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If you ever think for an instant that misogyny in gaming is new, remember that there was an uproar when the Queen was added to chess in Europe because she was a "powerful female figure".

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