Eve DevBlog 27: What a Twist!
This was a pretty good week. I managed to eventually struggle my way through the first part of chapter 3, The Descent, a task which proved to be far more difficult and greater in scope than I had imagined it…
This was a pretty good week. I managed to eventually struggle my way through the first part of chapter 3, The Descent, a task which proved to be far more difficult and greater in scope than I had imagined it…
It is difficult for games to create truly memorable characters. Because the characters who populate our worlds can behave in many different ways, based on the design of the game and the role they play within it, it’s an awkward…
Kind of a weird week since I spent all of my Eve time on writing more level flow and story. I know it’s real work, but it don’t always feel like it… Here’s where I’m at. There are four chapters…
Something I always liked about playing Final Fantasy games in particular and JRPGs in general is the way random deities tended to turn up as various monsters in the world. These creatures usually had approximately fuck-all to do with their…
This week was mostly dedicated to writing out level flows. I’ve planned out most of Chapter 2 in general terms, and all that’s left to do to complete this phase of Chapter 2’s design is to plan out a few…
Something that struck me powerfully the first time I played Super Hexagon, and which has always hovered at the back of my mind as I play it, is how easily it could have been a different game. Most games are…
Weird weird weird week. Okay, so it started out pretty good actually. I started working on the animation for transitioning from idle to run, and made some pretty decent progress on that front: Not bad for a couple of hours…
He also programmed robots to write books and magazines and newspapers for you, and television and radio shows, and stage shows, and films. They wrote songs for you. The Creator of the Universe had them invent hundreds of religions, so…
Rules are most of what defines a game, but there tends to be a method, a principle, by which a game’s rules are applied, and these principles, the meta-rules that dictate the design of the game to the designers, are…
Been working really hard this week but don’t have nearly as much stuff to show for it as last week. It has largely been an exercise in frustration, both in terms of dealing with the infuriating little life things (such…