This is a list of podcasts I'm currently following, and possibly a few I have previously followed but do not any more. Anything on this list is a personal recommendation, for one reason or another.
With the release of Starbound 1.0, I am not¹ upset but neither impressed with the game. As I had kind of expected, the writing is a little poor, but they were trying to find a mechanical premise for advancement that fit into the game, and that is hard. So instead of rambling on about their past choices, here is a sequel concept.
1. Game theme: Colonization, Industrialization, BBEGs, and Intergalactic Politics
So I have come to play and to love Factorio, a smallish game about automation, creation, and some amount of defense against alien hordes. I have to emphasize the "smallish" part; I haven't finished it, but I have a hard time envisioning the latter portions of the game as engaging me quite as much as the development challenges in the early game. As I can never really step out of my armchair game designer shoes, I wondered to myself: what would I do if I were in charge of a sequel?
Dear Square Enix, team Final Fantasy:
The system of elements--a combination of literal elemental power and schools of magic--was probably the first thing I ever tried to design for the Demonsword Project, and I have never really settled on what they ought to be and why. I think I have found a solution that I like--but I've thought that before. I would warmly welcome any comments on the matter.
Can we talk briefly about Starbound? At press time, the 1.0 update hasn't come out yet, and the news I'm reacting to is around a month old, but I just... can't stop being really stupidly upset by the blog blurb, in part because it seems to confirm something I've feared for a while: the Starbound team has no writers worth writing home about.
A continuation of the previous article, which was an overview of the concept. In this post, I'll go into some other thoughts I've had on the design. All things considered, this would be a lot of fun to develop and to play, and I hope I get a chance to later on.
The Stances Battle Engine concept is a RPG battle engine concept based most strongly on the idea of preparation. The name itself comes from martial arts stances, but the system is expanded in my head to include a new way of envisioning magic abilities, again based on preparation, but most specifically the way in which your preparation affect the range of your mage's abilities.
There are a number of interesting video game conceits and it can be absolutely delightful to mash a few together. Rogue Academy is a game concept involving roguelike elements, relationship building and time management vis a vis the Persona series of video games, and team management vis a vis the Disgaea series of video games.
My personal notes on this project label it "MCB / DES / GW", which are three distinct game concepts all cut from the same general cloth. Project MC is a design, nay a desire, to make a new game in the vein of the old DOS/Playstation game "Magic Carpet" by Bullfrog Interactive. (GOG: MC MC2). I didn't play the original, but as a child I was enamored with the sequel, Netherworlds.