EverEnding DevBlog 171:
It’s weird how quickly time passes when I’m working on these levels. In some ways it’s hard work, and I often feel quite tired afterwards, but in the moment the hard work is effortless, an endless series of tiny changes…
It’s weird how quickly time passes when I’m working on these levels. In some ways it’s hard work, and I often feel quite tired afterwards, but in the moment the hard work is effortless, an endless series of tiny changes…
Sometimes it’s embarrassing how simple our tastes really are. You know, we can write essays about why we love what we love, what works and doesn’t, about the delicate structure of ideas that play against each other in this particular…
For a while now, I’ve thought of the point and click adventure as a more-or-less static genre. We understand the design, its conventions, what it can achieve and how. And yet, while sticking close alongside those conventions, Dropsy turns the…
I’ve been playing and replaying old Fallout games – there may be some kind of tenuous connection between that and the release of Fallout 4, but mostly I just finally got around to playing through New Vegas and that whetted…
Spent the first couple of days this week working on the character design. Once I got the idea down I stopped work on the picture, so it’s still kind of sketchy – which, with the digital painting style I was…
I’ve kind of been bouncing back and forth between making animations for this entity, trying to refine and build out the behavioral code, and going back and building out a production schedule. Animation-wise, I created a looking-around idle animation, a…
All the pathfinding stuff is in a place where it’s basically functional, just needs tweaking to make it look nice. This is really just as much an aesthetic and design problem as it is a programming one at this point,…
I’m super ready to be not working on pathfinding any more, but it keeps not being done. What was supposed to be a couple of weeks of work has turned into about a month of noodling. I feel like I…
Made bits of progress in lots of different areas this week. I started off working on the tilesets, but quickly realized that tiles by themselves would probably look pretty lousy for representing more natural looking environments, of which the starting…
The biggest difference between Super Hexagon and other similar games, fast paced reaction endurance challenges like Flappy Bird and Canabalt and Race the Sun, is that the presentation is inverted. You aren’t running away from or towards anything, but rolling…