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Posts from Category: Game Design

Game Design

Writing RPG Adventures

This weekend, a couple of friends traveled halfway across the country for a visit. These friends are the ones who invited my wife and I to play Pathfinders, our first IRL RPG adventure! We play remotely, including our son and daughter, who join us by taking a break from their college lives. One of the […]

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By Doug Schwartz | October 30, 2024

Game Design | General

Small Steps, Big Picture

I have big ambitions. Most of my projects are large with many moving parts. Whether it is a game engine for simulating tabletop games, or writing a novel or collection short stories, such enormous projects can feel overwhelming. I know I can only focus on the small pieces, one at a time. Sometimes, those little […]

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By Doug Schwartz | August 21, 2024

Game Design

Want to Play a Game?

As both a bit of coding practice and preparing for future personal coding challenges, I had constructed a few mini-games over the last few months. Mini-games, like Code Breaker, a tic-tac-toe game, and other code-practicing projects. As I work towards making the Pegamoose Games site more useful and entertaining, I have decide to share these […]

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By Doug Schwartz | July 24, 2024

Game Design

Code Breaker (Prototype)

Over the past few weeks, I presented myself with challenges motivating me to work through various coding hurdles for Peggy (Tabletop Game Engine). I have a fourth challenge dealing with additional CRUD for a game’s data objects. I set that one aside and considered another challenge (#5) exploring multi-faced game pieces (dice and cards). I […]

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By Doug Schwartz | May 1, 2024

Game Design | General

Roadmapping

Today, I will be talking about roadmapping. Tomorrow, I will be discussing how to refold the roadmaps. Joking aside, roadmaps are a crucial tool for working on projects of any size. Of the companies where I have worked, those that used well-crafted roadmaps often succeeded more than those that those that neglected their roadmap. I […]

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By Doug Schwartz | April 17, 2024

Game Design

A Little Chunky

A requirement for big projects is dividing the work into manageable chunks. I learned that lesson at an early age when told to go clean my pigsty room and had no idea where to start. When it comes to Peggy, the game engine has so many chunks, I struggle with starting points. Each time I consider starting on […]

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By Doug Schwartz | April 3, 2024

Game Design

It Is All in the Cards

The other day, as I worked on Peggy (tabletop game engine), I had an epiphany about the game pieces. For this engine, it takes into account three kinds of game pieces: cards, dice, and pawns. As I worked on how to track the changes of game pieces and how to define how each piece should […]

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By Doug Schwartz | March 20, 2024

Game Design | Game Review

Unbalanced Games – Part One – Clue

Originally, I was going to write about games I hate. As I outlined the blog, I realized the reason I dislike some games are because they are very unbalanced. I have decided to talk about unbalanced games, instead. What makes a game unbalanced? While looking up games other people consider unbalanced, some people define an […]

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By Doug Schwartz | February 21, 2024

Game Design

Approaching Design

When an idea gets stuck in your head, how do you go about designing it? It could be an art project, a story, plans for a themed party…it could be a lot of things. In my case, “things” means new features on one of my websites. I am better at designing (outlining) a story than […]

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By Doug Schwartz | December 13, 2023