Radiator Blog

Video game design and culture notes by Robert Yang

Showing posts with label nostrum. Show all posts
Showing posts with label nostrum. Show all posts
Saturday, July 26, 2014

Nostrum design problems and world as interface

›
I am currently trying to prototype some sort of social simulation in Nostrum , and I am currently facing three main design problems: fo...
Friday, June 27, 2014

Nostrum and "strategic retreat" into conversation analysis

›
So I was reading some of the Versu design papers and suddenly it hit me: they're doing a lot of the procedural narrative stuff that I w...
Wednesday, April 2, 2014

Second time's the charm; procedural NPC dialogue in Nostrum

›
Last time I tried some type of "procedural narrative" thing, my hubris got the better of me -- naming the system after one of ...
Thursday, September 26, 2013

Nostrum update: now with a map!

›
I added a map. This was the first version. Then I tweaked the colors a bit. And animated it so it flaps in the wind based on how fast you...
Friday, September 20, 2013

Nostrum and clouds.

›
Hey! I made "Nostrum," a short flight sim game for the Oculus Rift VR Jam thing , and I placed 2nd. I won a bunch of money and ...
Sunday, September 1, 2013

Further notes on developing games for virtual reality.

›
I'm pretty sure no one remembers that I promised to release Radiator: Polaris at the end of August 2013 (shhh), but here's what h...
›
Home
View web version
Powered by Blogger.