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  • Art Design, Criticism, Essays, Game Design, Narrative Design, Playing Games, World Design

The Swapper

moderate spoilers Space is fucking cool. I mean there’s a lot more to say about The Swapper, but I think that may be its most lasting impression of the game on my mind. No other 2d platformer has captured the…

  • Problem Machine
  • January 5, 2015
  • Art Design, Development, Life in the Machine, Narrative Design, Programming

EverEnding DevBlog 112: Tick Over

Well, missed last weeks update due to holiday craziness. I worked as much as I could, but it was pretty difficult to sneak time in for it between everything else that was going on. I’ve mostly been working on a…

  • Problem Machine
  • January 4, 2015
  • Life in the Machine, Personal

Regrets and Resolutions

I still feel like I’ve wasted a lot of time. It’s easy to tell yourself that your future is still ahead of you while you consume it bit by bit, bite by bite. It’s easy to just keep chewing on…

  • Problem Machine
  • December 31, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 111: Past and Future

Controller input works perfectly as far as I can tell, and melee attack registration, health, and enemy destruction all work. The most major problem remaining is that of making entities affect the game state in a way that I can…

  • Problem Machine
  • December 22, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 110: Maps and Territories

It’s been a pretty okay week. I fixed a bunch of bugs in the entity system, particularly in saving/loading data, and I decided after much deliberation that ‘EntityPrototype’ wasn’t actually a very accurate class name so I refactored everything to…

  • Problem Machine
  • December 15, 2014
  • Art Design, Criticism, Essays, Game Design, Life in the Machine, Narrative Design, Playing Games, Sound Design

Thoughts About The Binding of Isaac

There are probably some spoilers here if you care about such things. It’s incredible the symbolic weight we can lay upon the simplest of stories. Each such story extends beyond itself like tree roots and tangles into matted carpets of…

  • Problem Machine
  • December 14, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 109: Resolutions and Revolutions

Syncing turned out to be fairly easy to implement once I decided how to approach it. I had a bit of trouble getting the character to move with the platform she was standing on, but that was mostly just because…

  • Problem Machine
  • December 8, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 108: Tangled Web

Things have been a bit chaotic with the holidays, but I have the inter-entity collisions basically working. I say basically because they detect each other properly and they block each other properly, but some issues have come to light regarding…

  • Problem Machine
  • November 30, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 107: Touch

Not a bad week. Created an inter-entity collision behavior and a system whereby entities can interact with each other, both of which will be necessary to get attacks working. I actually ended up using the same kind of stacked enum…

  • Problem Machine
  • November 23, 2014
  • Development, Life in the Machine, Programming

EverEnding DevBlog 106: Distance

Since I’ve been kind of in-between major components of the game, I’ve been spending time just looking through my code, figuring out things that need doing, pursuing components which are, perhaps, not particularly vital to the project but are personally…

  • Problem Machine
  • November 16, 2014
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