Eve DevBlog 24: Flow State
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…
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…
The more one pays attention to things, the more one notices similarities. I’m spending a lot of time, now, writing– stories and essays, but they both have a similar rhythm. Exposition, twist, resolution. I can add more twist, or alternate…
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…
I imagine a giant, immensely powerful but unwilling to move because of the unbearable inertia of his massive body. He has such power, but he gives it up every day and chooses instead to tell his servant to fetch him…
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…
My last full-time real-person job was as a developer of little Flash games, mostly promotional tie-ins with childrens’ cartoons. More recently, as you may have seen in the recent Eve DevBlogs, I’ve been working quite hard on creating my own…
There is something bleak and beautiful and strange about old games that will always pull at my soul. Is it nostalgia? Perhaps. Nostalgia is certainly a component. It’s always a bit strange seeing a movie I loved as a child,…
The capability that games offer for self-expression is exciting, but can also be onerous. In much the same way as we are made uncomfortable by articles telling us what the way we move or dress or speak says about us,…
Games are a strange and delicate string of analogies. A button with an X on it is a jump, a button with a Y on it is a punch to a stranger’s face, and within the context of the game…
Yeah, things are scary. Yeah, they might not ever go back to being okay again, not really. And maybe the way forward is dark and obscured and terrifying, but at least we won’t be alone. There’s a strange distance between…