Game Development

Blue Tengu YouTube Title Card - Episode 21

Blue Tengu’s Live Game Development Show – Episode Twenty-One

Episode Twenty-One Episode Twenty-One of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric gets started making the aliens in the night level feel more like aliens with reflective shields and the beginnings of the laser attack. 0:00 Opening Credits […]

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Blue Tengu YouTube Title Card - Episode 20

Blue Tengu’s Live Game Development Show – Episode Twenty

Episode Twenty Episode Twenty of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric prepares some crystal bumpers and the rough assets for the night level, including a few variations of aliens to find the one that fits. For a

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Blue Tengu YouTube Title Card - Episode 19

Blue Tengu’s Live Game Development Show – Episode Nineteen

Episode Nineteen Episode nineteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric fights his cold by heading out to the desert to implement the gameplay, including angry cacti and armored scorpions, for the level we prepared graphics for

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Project Spaghetti Rough Scorpion

Dividing up Tasks

When tasks are first put into an Agile backlog (the to-do list), they’re usually kept quite vague to avoid the work of defining the specifics until those specifics need further defining. This works as long as the time estimate for the task is within a reasonable ballpark of what it’ll take when broken down, and

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Blue Tengu YouTube Title Card - Episode 18

Blue Tengu’s Live Game Development Show – Episode Eighteen

Episode Eighteen Episode eighteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric whips up the rough graphics for the third type of level: the desert, which consists of bleached bone and cacti bumpers as well as the armored

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Blue Tengu Joust

Seeking a Consistent Game Experience

In any game, the more systems you implement, the more difficult it becomes to maintain a consistent game experience. Games tend to be at their best when they implement one system really, really well, although there are some notable exceptions. The easiest way to describe what we mean is with an example, and one of

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Blue Tengu YouTube Title Card - Episode 17

Blue Tengu’s Live Game Development Show – Episode Seventeen

Episode Seventeen Episode seventeen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric continues the Halloween celebration by finishing off the game’s graveyard level despite a naughty ghost’s efforts to mute his microphone. The video will have annotations to

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Agile Logo

Overtime and Agile Game Development

We’ve mentioned on the show a few times that overtime can be a troublemaker when using Agile. Not only does it throw off burndown counts (the number of tasks from your to-do list you finish off each cycle), but it builds over time as fatigue, which then results in slower and slower task burndowns. On

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Blue Tengu YouTube Title Card - Episode 16

Blue Tengu’s Live Game Development Show – Episode Sixteen

Episode Sixteen Episode sixteen of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric kicks off the Halloween celebration early by laying the foundation for the game’s graveyard level. 00:00 Opening Credits 06:25 Live Show Intro 08:45 Overtime Task Overview

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Blue Tengu Pixel Animation

Leaving Animation Tips to the Pros

As a follow-up to last week’s episode, here are a few resources that might help with improving your animations on your projects. None of us at Blue Tengu are experts on the subject, so we’re doing our best to heed some of the expert advice from these pages as we move forward with Project Spaghetti.

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