The one to rule them all.
An open-world Zelda masterpiece.
Rain makes climbing difficult.
Lightning Storms are a counter to metal swords, shields, and bows.
Temperature can rise or fall to damage-inducing levels. Counters: Clothing or meal-buffs
Items break after some number of uses
Camera feel and camera control is a big part of game feel.
Most old games are completely made (or broken) by this.
While some newer games have _excellent_ camera control:
See also:
See also: shops.
I'm thinking about shrines/small puzzle-box dungeons as an initial approach for the Moonseum (dino game).
Examples:
Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.
They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.
These should help step towards the principles I care about in games. What themes are threaded through all these?
See also:
Games have always been a passion of mine - I love finding games in which the devs made something they wanted to play, something that didn't adhere to some generic idea of what a game should be. As a result I love indie games and tend to abhor games with large budgets but bankrupt creativity.
I hope to continue to pull the likes/themes over to the gaming magna cartas.
Pretty raw for now.
Game Dev/Design Education
What do you get for beating a game? Personal satisfaction? Relief for getting to check another box?
Within a game, why beat this boss? Some mechanic as a reward? Or maybe a dev secret?
The second time you talk to an NPC, don't let them just drone back the same initial response.
Breath of the Wild reduces the dialog on second approaches, getting you to the point much quicker.
second conversation:
By the third time, it should be like:
YouTube channels for creators producing godot content.