I’m keeping it short this week. I’m putting a new build together to show to a few friends who haven’t yet seen what I’m working. This will hopefully generate some useful feedback from fresh eyes (and talented developer minds). It’s also another step towards a publisher demo.
I’m a bit nervous about putting my baby on [...]
The annual GDC event is taking place this week, and while I would have loved to attend and mingle with indies, the travel and hotel costs were simply too prohibitive. I prefer to sit at home, work on my project and attend next year when I actually have a product to show.
Rather than wallow in [...]
As mentioned last week, when I face design challenges, I routinely turn to games that inspire me. I believe it’s worthwhile to share some of these games here, to give you a window on what I strive to achieve, and to recommend some amazing titles to the readers who may be unaware of them.
Today, I’ll [...]
I naturally spend a lot of time thinking about my game and how it could play. I’ve got an endless list of features to prune. Cool features, stupid features, unique features, gimmicky features and completely ripped off features. Some are not even implementable; others would completely change the direction of the game. Some are both [...]
A few days late, but here’s the Milestone 3 review.
The goal of this milestone was to produce a first playable demo, consisting of these major tasks:
Working Editor.
A finished level, with a start, and a goal.
Basic gameplay implemented.
A basic HUD (life, etc).
Completed test level art.
I estimate I’ve reached about 80% of [...]
This past week marked a pretty big milestone. Or at least, it should have. There wasn’t a specific moment where the game went from a prototype to a playable demo, but we’ll just say it did. If you want to get technical, it’s been playable ever since I first included input support; it’s just been [...]