“In An Aeroplane Over The Mystery” Molyjam 2012 & IIT Spring Hackathon (HTML5...
A few weeks ago, I made a game for Molyjam 2012, and an IIT Hackathon. I spent maybe 14 hours total on it: http://seancom.nfshost.com/gamejam/iit-html5-jam/index.html The premise is you’re on an...
View ArticleLudum Dare 23 –“Naos”, a postmortem
This past weekend I made a game, “Naos”, for Ludum Dare 23, around the theme “Tiny World”. If you haven’t played Naos yet, you should do so now, the blog post will make more sense....
View Article8 takeaways from inspiration dave
Edited on 8/10 to prove this is me! My platformer was sort of finished in early March, but it took through yesterday to get it sponsored, do some fixing and finally release it. I learned a few things,...
View ArticleAnodyne status update #1
So the last few months were a bit of a weird spot for me in terms of games, struggling with getting a sponsorship, developing another idea. Inspiration Dave was released in early May, and then for a...
View ArticleAnodyne status update #2. overall structure, dungeon design, and effin’ health
hello, hello. welcome to the 2nd edition of Anodyne status updates, brought to you by me. Today, we discuss a few things. The overall structure of Anodyne, gameplay-wise, a short discussion on health,...
View ArticleAN GATE
A short post in exciting adventures in dungeon design. The gate. A gate is a dungeon (Zelda definition of dungeon) element that is used to block player progress until a condition is met. In my game...
View ArticleOld Zelda-like Dungeon Design in Anodyne, part 1 of ?
Throughout development of Anodyne, one of the largest challenges I’ve faced is the task of developing a number of dungeons for the player to explore. What are Old Zelda-like Dungeons? At a very high...
View ArticleJoys in writing game music, frustrations of the place of games in society,...
This post is a smattering of sorts. I’ll be writing about a few things: First I’ll be talking a bit about my frustration with gaming’s reception among my friends and the general public, but how and why...
View ArticleMy first year (and a bit more) of game development
This is a long, rambly sort of post on my past year + few months of game development – reader beware. From messing around with Flixel to working on Anodyne. Slow Beginnings In August 2011, I had just...
View ArticleThe Design of Anodyne’s Tutorial
This is a write-up of how I designed the intro bits of Anodyne (vote for Anodyne on Greenlight!), and the successes and failures of the final design decisions. One of the earliest decisions was to...
View Article2013-9-30 journal, design
While working today, I decided on something sort of interesting with one of the entities in the game. It arose accidentally. In Even the Ocean, there are entities which launch water very quickly. It’s...
View Articleblah blah even the ocean ramble
some of my goals with even the ocean are 1. make a pleasant experience. at least for me, from a level design standpoint i want to make areas that are fun to go through but not impossibly difficult with...
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