Let’s Drone Out is a light-hearted and chatty drone focused podcast. Recorded live and interactively every Thursday 8-9 pm UK time on YouTube, come join the interactive chat. Jack and his wife Tony, as well as the rest of the LDO crew are here to bring noobs and pros together. Tune in every Thursday at 8:00PM UK time for the latest on tech, events, news, interviews and a behind the scenes look into the hobby. LEGAL NOTICE: Any views expressed by any guests on this show are personal and may ...
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Player FM - Internet Radio Done Right
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Checked 4+ y ago
추가했습니다 nine 년 전
inklecast에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 inklecast 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
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inklecast
모두 재생(하지 않음)으로 표시
Manage series 130739
inklecast에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 inklecast 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Independent developer of narrative games and interactive stories.
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42 에피소드
모두 재생(하지 않음)으로 표시
Manage series 130739
inklecast에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 inklecast 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Independent developer of narrative games and interactive stories.
…
continue reading
42 에피소드
सभी एपिसोड
×This week, for our Christmas podcast, we discuss joy. Games should be fun, right - so why are so many so grim? Season's Greeting, y'all!
What happens if Sherlock gets it wrong? When players are in control, designers need tricks to prevent the player from breaking the story.
What is it about 3D games that makes them so much more appealing and valuable to players - and surely 3D games aren't so much harder to build?
History is full of bloodthirsty battles and dreadful wars. But does that mean games should play with history more - or less? And what makes some settings more acceptable than others?
We hate crafting systems. Or do we?
If and when designers provide opportunities for players to stop playing can have a massive impact on the addictiveness and longevity of a game. Should games be designed with stopping points in mind?
Jon is upset that Lara Croft's fast travel breaks the story canon, sparking a general discussion about how and why quick travel has become so widespread.
Jon's been playing Really Bad Chess (which is apparently really good), and it's got us talking about fairness in games. Get Really Bad Chess - http://reallybadchess.com/
Inkle take a (somewhat nostalgic) look at the state of mobile gaming, and Jon doesn't lose a finger.
With Sorcery wrapped up, we take a cryptic peek behind the curtain of the Next Big Thing; a game that's been brewing for the last two years...
With the Sorcery! series finally complete, Jon and Joe reflect on four years of development. Buy Sorcery 4 on Steam - http://store.steampowered.com/app/504800/
i
inklecast

In this special episode of the inklecast, we bring you the live recording of IGN and inkle's preview playthrough of Sorcery! 4 at the launch party, recorded on 15th September 2016 at Loading Bar, London.
If we could find the time, work out how to do it, or make someone else do it for us, what would we build? A dancing cat conman game, apparently.
Why do games so rarely include religion as a theme? Jon, Joe and Tom's discussion tackles controversy, cynicism, and Batman.
How do you turn a story game into a board game? Tom, Jon and Joe discuss the hypothetical 80 Days: The Board Game.
This week, we look at designing gameplay around the business of trade. Does the cut and thrust of business make for good gameplay, or will buying low and selling high always just turn into a fetch quest? Find out if we cinch the best deal, or walk away short-changed.
How does the reality of running an indie game business compare with the dream?
This week, we chat about testing Sorcery 4. What does Inkle's testing process look like compared to other studios?
Despite some pretty solid review scores, we've got our reservations about Naughty Dog's latest.
After playing Late Shift, we discuss about the potential of interactive films as a storytelling medium. Late Shift - http://lateshift-movie.com/
This week, we weigh in on the VR debate; will it take off, and are there interesting storytelling opportunities?
This week, how games (over)use maps, minimaps and UI to help get players to where they need to go.
The second part in our retrospective on the turn-of-the-century IF scene; focusing on how authors created characters in their stories. Galatea - http://pr-if.org/play/galatea/ Varicella - http://jayisgames.com/games/varicella/ Make It Good - http://textadventures.co.uk/games/view/5oezm5qia0wu1dkwqrrgbw/make-it-good…
We give a round up of some of the latest developments on our narrative scripting language, and talk about some games that are using ink. If you're using ink for your game, we'd love to hear from you! Links for some of the projects and games discussed in this episode: Ink developments: - ink: http://www.inklestudios.com/ink - Quill: An online ink editor - http://jeejah.xyz/quill/ - jInk - ink implementation in Java - https://github.com/micabytes/jink - Inky - an ink IDE - https://github.com/inkle/ink/issues/95 Ink games: - Wayward strand - http://blog.ghostpattern.net/post/144541605956/wayward-strand - The Last Night - http://oddtales.net/ - Lucerne - http://gamejolt.com/games/lucerne/150140 - The Banner Saga 2 (not actually ink but inklewriter!) http://stoicstudio.com/ - Night School Studio - http://nightschoolstudio.com/…
The first in mini-series where Jon reveals some of the best ideas developed in the highly prolific, but often overlooked late-90s/early-00 interactive fiction scene. This week, IF that leveraged the relationship between the player and protagonist, looking at Spider and Webb, Aisle, and Make it good.
How much does the design of the interface and user experience of interactive fiction matter? Jon talks parser-based interactive fiction, and Joe discusses his experience designing the Inkle text flow.
Revealing the weirdest way to beat Sorcery 3's toughest boss, an unlikely friendship with a giant insect, and a Molyneux-tastic easter-egg.
Jon emerges from the writers room to drop some hints about the final part of the Sorcery series!
We try to answer a question we've been throwing around a bit recently: Is it's possible for strong game mechanics to weaken the player's connection with a story?
We're joined by comic book writer Jay Gunn (@GunnComics) to discuss how games can capture the expressiveness of comic books.
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