Gamasutra - Blogs /blogs/ Sam Coster's Blogs Mon, 03 Aug 2015 01:14:02 EDT en-us (Simon Carless) Telling stories in Crashlands - by Sam Coster Design,Indie Crashlands contains a lot of story and comes with the Creator, a tool to let players make their own stories. But narrative and sandbox games have conflicting and complex interactions. In this article, Adam explains how it works in Crashlands. Mon, 20 Jul 2015 02:30:00 EDT Greenlit in 42 hours - BY WHAT FOUL MAGICKS?! - by Sam Coster Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet This post will detail how we got Crashlands, our adventure crafting RPG, through Greenlight in just 42 hours by focusing on the trailer. Wed, 08 Jul 2015 02:09:00 EDT How the foraging habits of spider monkeys informed our game design - by Sam Coster Design,Indie Nailing that feeling of Exploration is a tricky and necessary task for an open-world game. We realized that our game was struggling in this arena, and only after a few accidents (and research on Spider Monkeys) did we figure out how to fix it. Fri, 06 Feb 2015 01:35:00 EST Randomly Interesting Combat - by Sam Coster Design,Indie Post-alpha we found the combat in our open world survival game to be a bit too monotonous. To empower the Mastery elements of its design, we went back to the drawing board and found a solution in randomness. Thu, 22 Jan 2015 11:15:00 EST How we unbroke our crafting system - by Sam Coster Design,Indie A case study in Loop Design - At the conclusion of our Alpha test we found that there was something very WRONG with how PlayerÂ’s experienced Crafting in our upcoming title, Crashlands. This is how we fixed it. Thu, 15 Jan 2015 03:33:00 EST Why we can't have nice things - by Sam Coster Business/Marketing,Indie,Smartphone/Tablet Adam Coster of Butterscotch Shenanigans dives into the effects of F2P on an indie studio's design practices, and its player base. Fri, 31 Oct 2014 01:40:00 EDT