Enrique Dryere's Blog
One of two brothers currently working on Ring Runner: Flight of the Sages, an epic space-shooter RPG for PC.
Can you spot the difference between two procedurally generated images of noise? More importantly, do these microvariations really matter? This article discusses how we plan to introduce "macrovariations" through user-generated content in Popup Dungeon.
Triple.B.Titles, the makers of Ring Runner, announce their new project Popup Dungeon, a roguelike papercraft enchanted board game that lets you create any weapon, ability, character, or enemy you can imagine.
This is a postmortem for Ring Runner: Flight of the Sages, one of the most ambitious first-time projects ever completed by two, semi-rational men. It contains several invaluable lessons for first-timers, learned the hard way.
How my brother and I survived Ring Runner's five year dev cycle -- a pre-mortem. (Chef Boyardee Mini-Ravioli parties inside!)
Missed Valve's Greenlight developer chat on 5-7-13? Here are the main points that were covered.
In this article, I present a simple way to make the Greenlight process a less daunting hurdle for independent developers in a way that could potentially benefit Valve as well.
Enrique Dryere's Comments
[Blog - 02/04/2014 - 05:52]
That 's very fair criticism, ...
That 's very fair criticism, and it 's exactly one of the problems we hope to avoid in our next game. r n r nBasically, our approach was to create a purposefully complex system that leads to more sport-like game play. In other words, if you try to play hockey ...
[News - 12/31/2013 - 10:53]
I just wanted to share ...
I just wanted to share this insightful article by Chris Priestman over at Indiestatik where he warns about the dangers of becoming overly excited/reliant on procedurally generate content: http://indiestatik.com/2013/12/08/procedural-generation/ r n r nIt 's just one of many excellent articles on that site. I highly recommend it. :
[News - 06/28/2013 - 01:58]
While I agree with the ...
While I agree with the sentiment of the presentation, I think you do have to worry about how you 're going to usher the player into that experience. Even if you go for the most hands-off approach, like Minecraft, you become a sort of optimizer, looking for ways to successfully ...
[Blog - 05/30/2013 - 05:08]
Greenlight is a harsh popularity ...
Greenlight is a harsh popularity contest as it stands, but there is hope. Check out the highlights from a recent dev chat that Valve hosted: http://indiedevrant.tumblr.com/post/49879544051/main-points-of-valves-greenlight-dev-chat-5-7-13
[Blog - 04/23/2013 - 08:35]
Great read Here 's my ...
Great read Here 's my couple of pennies: r n r nSome of the problems you describe are present in any storytelling medium and stem from two sources: inconsistency and escalation -- only the form they take are different in games. Here 's what I mean: r n r nProblem: ...
[Blog - 04/09/2013 - 01:39]
Can 't we all just ...
Can 't we all just admit that after a long day of expo 'ing, all we want is a flagon of beer, a couple of D10s, and a table to roll them on