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Channel: Sean Hogan Game/Stuff/Devblog » Game Design
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“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...

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Ludum 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....

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8 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,...

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Anodyne 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...

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Anodyne 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,...

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AN 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...

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Old 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...

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Joys 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...

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My 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...

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The 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...

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2013-9-30 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...

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blah 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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