I got another new Patreon supporter over the night which is great, but we’re not close to hitting that first goal. If I can’t hit at least the first goal by the end of the month, I may have to take a temporary job that’s going to slow down new content on the site.
A popular topic that I like to talk about is the standardization of game design; where developers standardized control methods and mechanics to make it easier to learn games. Instead of having control actions in the double digits, you could do the same with a condensed set of buttons; this also led to PC games being easier to port and play on the consoles.
For today’s post, I want to focus on a shortcut game designers use to get a lot of actions into a game without having to extend the control scheme out, and that is by using modifier actions.
Killing Floor 2 is the sequel to the incredibly popular horde-based shooter from Tripwire Interactive. The developers are going for the bigger is better approach; featuring a new graphics engine and updating the gameplay. The developers have gone to early access this time (which you can read more about in my interview,) and while it’s not done yet, there is plenty of blood and gore to go around.
Recently, Klei Entertainment put out the first piece of purchasable DLC for Invisible Inc. In it, it extends the campaign mode while adding in other features as well. While more content is always welcomed, I was hoping for more; specifically a certain kind of content that helps to improve games built around randomization or replayability. For today’s post, I want to talk more about supplemental content and how it can do wonders for making your game better.