Inventory Systems are rarely discussed but, have a huge impact on how a game plays. Here I'll be musing about pitfalls, and what makes a game fun.
New to the development scene. My ideas are unconventional, and sometimes even original ^.^ I want to make fun games. Games people like to pickup and play again and again. *shamelessly pushes a copy of tactics back into its case* The kind of games that when you finish, you think wow, that was awesome. Now if I can just figure out a way to get paid doing that...
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