Mar 07 2011

FIGHT BACK: CONTROLS

I set myself a goal for this week: I’d spend 40 hours actually working, no matter what! I’ve managed 8 hours on day 1, so I think I’m on target. šŸ˜€ And what have I been working on?

FIGHT BACK

Super early version below the jump, since it’s quite CPU intensive.
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Mar 04 2011

DAY OFF

I’ve been sticking to 5 blog posts a week, but it’s a tough schedule when you have unproductive days like today so have nothing to show for it. šŸ˜€ I’m going to shift down to three posts a week – Monday, Wednesday and Friday evenings – at least until the main projects I’m working on right now mature and I can start talking about them.

Here’s a consolation MP3 about sad things that are good things: little pieces.mp3

Mar 03 2011

2D CAMERAS

I touched on this in my last post, but I want to go into more detail. When I’m working on a 2D game, I really, really care about getting the camera right – so you can see everything you need to, but no screen space is wasted.

One game that got this awesomely right was Ted Lauterbach’sĀ suteF. If you haven’t played it, do it, then come back! Spoilers ahead, even in the video:


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Mar 02 2011

THE VISUAL MOCKUP

The first thing I’ll do when starting a new game is to scribble down notes and ideas. Maybe I’ll draw little diagrams of how stuff works, but in general it’s just about getting how the game works down on paper. I have dozens of little text files full of notes for projects I’ll probably never get round to.

The second thing I do is work a visual mockup – a fake screenshot – and design the interface.

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Mar 01 2011

SNOW LEVEL.

EVERY GAME MUST HAVE ONE

I finally broke out of this brutal X-Com addiction of the last few days and got back to work. I’ve been doing more Flash. For fun, I’ve ported Beacon’s astro-guy over, and then SNOW LEVEL. New Flash experiment below:
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