Polymorphable wins a prize for the Liberated Pixel Cup! Congrats to the Polymorphable crew for taking home the Secondary Prize for Teams in the Liberated Pixel Cup! From the LPC results announcement: Last but not least is our secondary prize
Using item flavor to tell stories In text adventure games of yore, game designers couldn’t rely on images to communicate each item to the player. Instead it was common to Inspect an item to get a textual description of it.
Bicycle – One Game A Month project for January It’s the end of January and I’ve finished up my first One Game A Month project. After slashing and postponing many features I’ve settled on a simple toy that I rather
Two very different shooters WARNING: SPOILERS Part of telling a good story is knowing what stories have already been told. I don’t play as many games as I did in my youth, and back then I didn’t have a critical
Designing Content Often I’m brainstorming about the high level content of Flare — especially the basic story that will tie the game together. I recognize that Flare isn’t going to be heavily story driven. It’s an Action RPG after all,
Flare alpha vs. beta Flare’s engine is close to the feature-completeness line. The features we worked on for v0.18 affected flare-game in a few fundamental ways: Changed from 4 to 10 equipment slots Changed from highly random items to a
One Game A Month 2013 I am participating in One Game A Month (along with a ton of other devs) during 2013. Flare will still be my main focus, and some of the games I make will use Flare. I’ve
The Witness quote Since Braid I have viewed programming as mostly pragmatic: I know what I want to do, and I know what kinds of things I have to type in to make it happen, but for the most part,