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Design a Day

Archive for March, 2006

Wednesday, March 15th, 2006

New Version of SHM STL Tools (v1.11)

Head on over and grab the new set here.
There was a mismatch with some (all?) CAD?CAM software that was causing the files to come in strangely flipped, at least on Intel boxes.
There is now an option to fix this, and a test object to see how LW coordinates work in your CAD/CAM environment.

3 Comments » - Posted in CGI and Tools by Sean Hyde-Moyer

Wednesday, March 15th, 2006

DD11: Damn Serious Games

A short entry today, but I hope to make up in scope what I lack in depth.
I made a bit of noise about serious games in DD2, the gist of which is that I think frequently we try to change the fundamentals of what a game is to make it serious or educational, at […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer

Tuesday, March 14th, 2006

DD10: The Money Game

Money can’t buy friends, but it can get you a better class of enemy. Spike Milligan

Disclaimer: I am not a moneyologist, or dollarary specialist of any kind, though I do enjoy making up words. So, grain of salt.
Money, especially what we commonly call money these days, is a funny thing.
Ok, I’m going to be […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer

Monday, March 13th, 2006

DD9: RTS…Why Must We Fight? [Part 2]

Today I pick up on Friday’s theme of expanding the definition of strategy in Real Time Strategy to encompass non-combat gameplay. A quick aside: I know there are a lot of real-time games/activities that employ strategy in various non-combat implementations, Sim [Noun], various Tycoon games, the Movies and the like.

What I’m interested […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer

Friday, March 10th, 2006

DD8: RTS…Why Must We Fight? [Part 1]

I have a bone to pick with RTS’s. I started the picking in DD5 , and I’m not done with it yet.
Were I pedantic, I would point out that “Real-Time” is generally a misnomer. Were it not, an RTS based on the Hundred Years War would take more than a human lifetime to complete. […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer

Thursday, March 9th, 2006

DD7: Towards a Better World

It was back in the heady days of the mid-to-late Nineties. A group of us that eventually became Saddlefish Entertainment were regularly taking over the Mac’s in the design office for “Network Load Testing” (as we announced it over the intercom). That was the code phrase for folks to gather for the kill-fest that was […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer

Wednesday, March 8th, 2006

DD6: Martial Arts and Crafts

Sometimes, you find a name so perfect that you must build a game around it. In this case, the name was proposed by one Josh McHugh, a good friend and artist at Iron Lore Entertainment, during a rousing game of 1000 Blank White Cards with the Wednesday Night Gaming Group.
A recent post on Raph […]

No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer