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Second Pass At ASCII Open-World Map Generation
Now You're Thinking With Blocks
Jan 4, 2023
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Michael Burdick
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Second Pass At ASCII Open-World Map Generation
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November 2022
ASCII Roguelike Map Generation (Failures)
The first of potentially a lot of gamedev blog posts from me!
Nov 29, 2022
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Michael Burdick
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ASCII Roguelike Map Generation (Failures)
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Hey, hiya!
This is +4 Blog of Arcane Secrets, a newsletter/blog where I deposit my thoughts about game design, game development, and other tangentially associated…
Nov 17, 2022
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Michael Burdick
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Hey, hiya!
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January 2021
The Best Games I Played In 2020
So, we're finally done with that hell year, and while the new year is mostly significant for bookkeeping purposes rather than any tangible effect on the…
Jan 30, 2021
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asylumrunner
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The Best Games I Played In 2020
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November 2020
Backlog Burnout: Durance
Boy this is an interesting game to read in 2020.
Nov 25, 2020
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asylumrunner
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Backlog Burnout: Durance
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September 2020
Backlog Burnout: Shadowrun Anarchy
Shadowrun is a weird beast.
Sep 1, 2020
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asylumrunner
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Backlog Burnout: Shadowrun Anarchy
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August 2020
Backlog Burnout: BALIKBAYAN: Returning Home
//Quick Note: As of time of writing, BALIKBAYAN is currently in beta and being actively playtested, so depending on when you read this, some of what I…
Aug 23, 2020
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asylumrunner
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Backlog Burnout: BALIKBAYAN: Returning Home
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Backlog Burnout: Quest
Quest, the first tabletop RPG from NYC-based The Adventure Guild, is an extremely exciting game to finally get my hands on.
Aug 15, 2020
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asylumrunner
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Backlog Burnout: Quest
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Announcing Backlog Burnout
So, if there's one thing I'm rapidly coming to realize upon staying at home all day, it's that I have a lot of tabletop RPG rulebooks lying around, many…
Aug 13, 2020
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asylumrunner
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Announcing Backlog Burnout
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June 2020
Video Games Need More Signed Urinals
When I first learned about Marcel Duchamp's Fountain, my reaction was blind rage.
Jun 22, 2020
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asylumrunner
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Video Games Need More Signed Urinals
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April 2020
Building On A Core Loop With Doomguy, With Mixed Results
Personally, I would say that one of the defining features of Doom (2016), which for convenience here I'm just going to call "Doom", is that the design…
Apr 18, 2020
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asylumrunner
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Building On A Core Loop With Doomguy, With Mixed Results
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Making Puzzles For Games I: Vectors of Interaction
In case the content of this blog did not demonstrate this, I am deeply interested in all facets of game design, a domain that can be messily divided…
Apr 10, 2020
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asylumrunner
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Making Puzzles For Games I: Vectors of Interaction
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