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In this episode, we take a break from the enemies to work on landing on islands and separating the ground controls from the air controls. This gives us the base for the later boomerang controls when we’re ready to add them. We started by changing the island behavior so that the player no longer changes […]
In this episode, we continue where we left off in episode 8 by making the enemy more dangerous to the player. The first step is to lay the groundwork for enemies to group up into larger, more difficult to surround formations. Although we need a “next nearest” script to get the functionality working, we do […]
In this episode, we start making the enemy more aggressive by having them actively seek out the player or zip across the trail the player leaves behind. With the base control scheme in place, we need to make the enemies a threat to the player to put the circling mechanic to the test. We start […]
The business book, The Four Steps to the Epiphany by Steve Blank, and specifically the section on Company Building, sparked some thoughts related to the way game development teams seem to flounder as they move through the process of making a game the way businesses flounder as they grow larger. For building a company, Steve […]
We have another double-header of Unplugged episodes this week: Costume Quest 2 and Tropico 5. In Costume Quest 2, Eric dons a few new outfits to gather up sweet candy and punish sour goblins who want to ruin Halloween in this trick-or-treating adventure game from Double Fine. And in the second game, Eric kicks his […]
In this episode, we take what we’ve learned from the movement and circling mechanics we’ve implemented so far to find our base system for the game. For those of you who haven’t followed the show or this season so far, the core gameplay is circling around enemies to destroy them, while flying through an open […]