Radiator Blog
Video game design and culture notes by Robert Yang
Friday, November 30, 2012
Using screen-buffer masks in Unity Pro for a fog of war effect.
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As I prototyped Convo, it became clear that I would need some sort of fog of war / sight radius visualization. Depth masks weren't v...
Monday, November 26, 2012
Radiator Blog: Three Year Anniversary
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Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year , ...
Thursday, November 22, 2012
Desperate Gods and rules-forcing in video games.
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Desperate Gods , by Wolfire Games , is a virtual board game made for Fuck This Jam ; you have a bunch of virtually simulated tokens and ca...
Friday, November 16, 2012
On why Convo is now a WW2 spy romance, and the myth of psychological realism in fiction.
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Short version: I've chickened out, a bit. Long version? To make some sort of procedural "anything", you have to have an i...
Friday, November 9, 2012
Dear Esther postpartum, by Robert Briscoe.
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Rob Briscoe has put-out a really heart-felt, personal, death-defying postpartum on Dear Esther. I think if you ask the vast majority of ca...
Thursday, November 8, 2012
Dishonored's narrative design: how The Heart lies to you.
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(UPDATE: this interview at RPS with Arkane devs confirms that not only was I right, but that it was also a very conscious decision on thei...
Wednesday, October 31, 2012
Convo and "what do simulations simulate?"
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Simulations are simplified systems that have some semblance to the real world. The decrease in complexity, the ways in which the simulatio...
Wednesday, October 24, 2012
Why Frog Fractions is one of the best games of 2012.
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First, you really should play Frog Fractions right now. My SPOILER-y thoughts are after the jump.
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