Viewing entries tagged
Design

26 |||||||||| We're Back

26 |||||||||| We're Back

Been a quiet winter, hasn't it? Sorry about that. Gamedev is hard. You can work for months and months while intellectually knowing you're making progress when emotionally it feels like you've just been spinning your wheels. Makes it hard to write enthusiastically about what you're doing. Well spring has sprung, the sun is shining, the game has been stabilized and we can do game design again. We're eager to share with you guys again, so we've resurfaced to break radio silence and will resume regular posting.

13 |||||||||| PROCESS: ON DOOR BREACHES AND BAD GAME DESIGN

13 |||||||||| PROCESS: ON DOOR BREACHES AND BAD GAME DESIGN

So with the new DP, internally, we've been talking about something I call "the Inversion," which is a potential solution to a design problem we've had since the start. But before we get into the Inversion (which is cooler than it sounds), let's start with this:

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