Eve DevBlog 50: Low Blow
Well, it’s been a really weird and depressing week, but not actually too bad in terms of productivity. I’m still mired in animation work, but the light is definitely starting to show at the end of the tunnel! First, I…
Well, it’s been a really weird and depressing week, but not actually too bad in terms of productivity. I’m still mired in animation work, but the light is definitely starting to show at the end of the tunnel! First, I…
I was supposed to have published this two hours ago. I was supposed to have written this last night. There are benefits to procrastination, but if you wait long enough for the last minute that last minute will always find…
I like Anodyne. I liked it more than I expected to, in all honesty: I was expecting a solid and aesthetically pleasing retro-gaming experience, but what I found was something much stranger and more beautiful than I had anticipated. Anodyne…
Around this time last week, I discussed how games have a hard time portraying the unreliability of memories because this erodes the player’s ability to trust the information they’re receiving from the game. I’ve been thinking about that, and it…
Weird week. Lots of stress coming from lots of different places in my life, lots of missteps, lots of doubt. Sometimes that’s just how it goes I guess. Well, first thing’s first. I finished the running attack animation. Here’s what…
Every time something new enters our lives, we rewrite our story to accommodate it. We project it into our future, and sometimes into our pasts, in order to construct a story for ourselves that makes sense and tells us who…
Shutter Island is difficult to talk about. I find it difficult to even draw vague comparisons without worrying about giving away too much. I guess the main thing to say is that, going in, nothing is as it seems, and…
We are connected, each day to the last, by the path of our history. Your memories are the map, and every so often you compare the landmarks of your life against what you see on that map and, invariably, if…
This attack animation turned out to be the most challenging since I did the run cycle, but I think I’ve gotten it, if not necessarily perfect yet, pretty dang good. Good enough that I’ve decided to move on to the…
Sitting in front of my computer at night, I can perfectly envision the reaction – the overlap, the rejection, the vector of projection, the object of collision – but I can’t make it happen quite the way I want. It’s always…