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  1. Let men burn stars

    As promised last post, here’s a brief dev diary entry on creating random starfields and nebulas. After generating a passable looking planet the next step is to generate some cool looking  space for the planet to exist inside, and for that you need a couple of things. Firstly...

  2. Building steam with a grain of salt

    Its been an insanely long time since this website has had an update, but I guess its better late than never. Anyways, about 3 months ago Junkship underwent a significant design refresh that was prompted by a few key factors. The first of these was the realization that...

  3. Creating empathy

    Here’s a few thoughts of mine regarding player empathy in games. Its an old essay but I had forgotten about it until today when I did a clean out of my documents folder. If a player is not involved in the emotional experience of a game and is...

  4. Asymmetrical gameplay

    Okay, So I was watching the Zero punctuation left4Dead review the other day, and at one point Yahtzee mentions that while waiting to respawn as a special zombie in the humans vs zombies gameplay mode, he’d like to play as one of the normal zombies in the intervening...

  5. Subjectivity and perspective in games

    Here’s an old essay of mine detailing how to allow game players to experience a game world subjectively, and what advantages this brings to interactive storytelling. Subjectivity is going to be a important part of the story telling technique used in Junkship. Its pretty hard to deny that...

  6. Massively singleplayer online-ish RPG's

    I had a thought recently, I’m not sure how original it is, but I thought it would make for interesting reading and a much needed update to the blog. First a bit of background, In most modern MMORPG’s you have ‘instanced’ dungeons which are parts of the world...