I'm late getting this episode out - my intent was to have it published on Sunday, but learning Audacity and the many other steps involved in publishing a podcast episode took far more time than I expected, sorry! Programming Concepts in Game Design Apologies in advance for the audio quality (I sound like Vader. if you have any recommendations on how I can fix that please let me know!). I'm following the Google model: Release early then iterate improvements - so future episodes can only get better :) Recent Plays Undercover Assassins Feature I discussed 4 programming concepts that could be used in your game designs: * Stacks / Queues * Pointer / Dynamic Reference (Interchangable parts) * Multiclassing * Inheritance / Overriding Crack this Mechanic What can you do with this mechanic? Let me know how you use it in your game: This is a tile movement mechanic. Tiles are placed on a hex or square grid. Players roll a die and choose either a tile or stack of tiles to move a number of squares/hexes equal to the roll. If they choose a single tile as they move the tile they create a stack of tiles by picking up each tile they move across (adding it to the bottom of the stack). If they choose a stack of tiles to move instead of picking up tiles they leave a tile from the stack in each square/hex they move through. Shout Outs Epic Slant Press Happy Listening!