Dissolve
Eh well the December project didn’t really go anywhere. I can at least put some screenshots of how far I got before I decided I’d kind of messed up: I spent a week or two planning this building layout, figuring…
Eh well the December project didn’t really go anywhere. I can at least put some screenshots of how far I got before I decided I’d kind of messed up: I spent a week or two planning this building layout, figuring…
Over the last few years, I’ve been trying to get better at art – in the specific sense of visual art, that is – drawing and painting and, most frequently, digital art. I think I’ve succeeded at the goal of…
The first of what will hopefully be many monthly projects is complete! This ended up being a little bit more along the lines of a prototype than a complete game, but I expect that most of them will – and…
An ugly trait of our society is that we tend to see people’s value primarily in terms of the goods they might produce. We even tend to see ourselves this way, to want to maximize our productivity, to be able…
I always love hearing about the points in game development where a big decision was made not to do something. Every game has moments like that – cut features, changes in design focus, unused assets – and they’re always fascinating,…
This week my first attempt at a legendary difficulty campaign of the XCOM 2 expansion, War of the Chosen, went down in flames. Also this week, I started my first real and persistent attempts at learning Unity and building a…
I didn’t put up a devblog last month, and I’m not sure if anyone noticed. I’ve noticed a cyclical trend over the last couple of years: I work on EverEnding, hit a point where it’s difficult or tedious to progress,…
In the Big Rock Candy Mountains All the cops have wooden legs And the bulldogs all have rubber teeth And the hens lay soft-boiled eggs The farmers’ trees are full of fruit And the barns are full of hay Oh…
Difficulty has come back into fashion for video games. Many games now specifically go out of their way to cultivate a reputation as especially difficult, whereas not too long ago it was common for designers to regard any failure of…
I’ve noticed that when I get frustrated with playing a game, there’s usually a very specific way it happens. When I play, I keep in my mind a model of how the game works, what optimal and interesting play is,…