The old ElfQuest boxed set got the recent “revival” treatment by Chaosium’s excellent “Nostalgia Department” (aka the ever wonderful Chaosium president Rick Meints). After quite a successful Kickstarter campaign, the box was finally delivered this week to most backers. Since I’ve got nothing better to do this week-end, let’s take a quick look, and compare […]
This is another article in my developer diary for the Unreal Engine camera system. The Gameplay Cameras (GPC) plugin currently still has the “experimental” status, but the plan is to upgrade it to “beta” for UE 5.8. This means I have to clean up a few mistakes I made with some of the early designs. […]
Oh hey, look at the time! Another post in my developer diary for the Unreal Engine camera system, and a whole release went by that I haven’t posted anything about. Oh well, let’s see if I can pick the pace back up later. In the meantime, here are some notes and highlights for the Gameplay […]
These past few years I’ve been catching up on a lot of classic roleplaying games that I’ve never played before, despite having several decades of play behind me. One of those was Traveller, so I was happy to finally run that with my Friday game! We ran about 15 sessions, across four scenarios, plus the […]
This is the eighth post in my developer diary for the Unreal Engine camera system. Since the UE 5.6 release has just gone out, I figured I would write a little bit about what to expect if you’re using the early UE 5.5 Gameplay Cameras experimental plugin. While the GPC plugin is still flagged “experimental” […]
Mausritter is a TTRPG in which you play little adventuring mice trying to survive in a world of big dangers. If you’re a fan of the excellent comicbook Mouse Guard, you should already be hooked! The system is as minimalist as its protagonists, with low-prep two-hours adventures, so we played this a dozen times as […]
This is the seventh post in my developer diary for the Unreal Engine camera system. Since the last post was a super high level view of what the system is supposed to be, I figured I would just go down one step for this article and share some notes about the general design. This might […]
Here's my microblogging feed, published on my blog,
and syndicated to Mastodon and
Bluesky:
Technology Connections on renewable energy: I like the way he frames things here, it’s an interesting way to think about renewables. What comes after the fake ending shouldn’t be anything anyone doesn’t know already though.
I’m really enjoying Ars Technica’s “War Stories” from classic game developers. Here’s Jordan Mechner explaining how the game design of “Prince of Persia” was influenced by the Apple II’s memory limitations.
Since TTRPG “crunch” is back in the online discourse, I guess I could share again this old blog post of mine where I split crunch in different categories: system crunch, silo crunch, and options crunch.