An examination of the concept of failure handling and how we approach it in real life, with a focus on education systems at large and how video games effect one's personal approach to failure handling.
The last part of our examination of gross player failure handling methods. Here we examine the resume style of gross player failure handling, and give some closing remarks on gross player failure handling methods overall.
Part one of an examination of the concept of failure handling in video games. In this portion, we briefly define each of the three methods that we've observed, and then dig into the Reset style and its implications on gameplay.
Part four of our talk about the development of Vernacular Games' first title, Highway to the Moon. Here we discuss elements of the game's core design and our reasoning behind many of the design decisions we made.
A continuation of the Highway to the Moon podcast set. In this portion, we talk about the design of our tools for making HTTM and their impact on the game development process.
Part 2 of the Highway to the Moon set. Here we talk about some of what went into building our own engine from scratch and the pros and cons that came with doing so.
We look back at the development process for our first game Highway to the Moon. In this portion we talk about the situation that predicated its creation.
An examination of Boss Design in games with a focus on the purpose of Bosses and what makes them good or bad when it comes to implementation.
51 min
About Vernacular Games
From the publisher's feed
An indie game development group with a focus on making unique content that pushes the medium forward creatively and makes opportunities for others to create content within said medium.