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A Game Dev Podcast With Jonas Tyroller
tyrollerjonas
19 episodes
4 weeks ago
A Game Dev Podcast With Jonas Tyroller
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A Game Dev Podcast With Jonas Tyroller
Show more...
Technology
Arts,
Design,
Leisure,
Video Games
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How to Make Brilliant Games With 0 Combat
A Game Dev Podcast With Jonas Tyroller
2 hours 38 minutes
1 month ago
How to Make Brilliant Games With 0 Combat
This is a conversation with Danny Weinbaum from @EastshadeStudios, the creators of one of my favorite roleplaying games, Eastshade, currently working on a new game called "Songs of Glimmerwick". How do you make successful adventure game? What makes for good quests? How to write peaceful games and bring them to satisfying conlcusion? How to craft beautiful environments?Links to my Guests➤ On YouTube: @EastshadeStudios ➤ Eastshade on Steam: https://store.steampowered.com/app/715560/Eastshade/➤ Songs of Glimmerwick on Steam: https://store.steampowered.com/app/1706510/Songs_of_Glimmerwick/Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):➤ https://tyrollerjonas.podbean.com/0:00 - Intro1:00 - Leaving Lyndow3:30 - From AAA to indie6:12 - Eastshade in a nutshell8:52 - Designing a living world without combat11:13 - Appeal vs fun; discovering the painting loop15:43 - The “walking sim” problem18:06 - Explainer trailers19:50 - Grizzly Games team size and roles21:20 - Market research, scraping Steam27:32 - Eastshade sales and budget breakdown28:55 - Full voice acting31:18 - Environment art fundamentals36:03 - Performance strategy43:35 - Composing “hero shots”44:40 - Unique landmarks, modular tilesets49:41 - tiny open worlds; Glimmerwick’s world51:11 - What makes a good quest54:29 - Case study: the island mystery56:03 - Glimmerwick’s budget, team, and timelines57:35 - Glimmerwick’s origin and the “one captain per game” rule59:49 - Positioning in the witchy/magic-school space1:03:00 - Early reception: wishlists, betas1:06:41 - From free camera to fixed1:13:58 - Prototyping adventure games1:20:02 - Locks and keys done right (Outer Wilds)1:26:18 - Magic systems in Glimmerwick: spells, farming, potions1:28:31 - Tech art pipeline and approach to writing1:31:38 - Marketing; word of mouth1:36:20 - Time system innovation: “event pucks”1:40:57 - Why time makes worlds feel alive1:43:21 - YouTube strategy: audience, impact, and shorts1:49:12 - Turning illustrations into worlds1:53:48 - Where to start with an adventure game2:04:07 - Replacing combat: a merchant-driven adventure idea2:11:06 - Glimmerwick status: wishlists, demo, conversion2:12:22 - Show the verbs: improving the store page2:16:37 - Marketing plans and development status2:18:10 - Designing satisfying non-combat endings; Eastshade’s farewell2:22:48 - Glimmerwick’s ending approach: reunion and nostalgia2:25:26 - YouTube ROI and streamlining devlogs2:31:10 - Thumbnails, hooks, and careful advice2:32:42 - Game quality vs marketing; reading Steam’s middle class2:34:18 - Game show idea, “friend slop,” trends vs art, and co-op2:38:38 - Wrap-upMy game "Thronefall":➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/➤ Discord: https://discord.gg/gVYctptyg8➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#OverviewMy game "Will You Snail":➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrKFor the game developers among you:➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
A Game Dev Podcast With Jonas Tyroller
A Game Dev Podcast With Jonas Tyroller