Author Archives: admin

Sunday Update #6: Warning, Fight to Win

One of the main things I did in Venusian Vengeance is add a mechanic where you’ll occasionally be stopped from progressing and have to defeat all the enemies in the area to continue.  Not only does this give me better … Continue reading

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Sunday Update #5: Textures and Fog

Skipped the Sunday update last week, but at least this week’s update is actually on Sunday! I’ve been working some more on the look of Cold Vengeance.  Learning more about how to texture models as I go.  I’ve also changed … Continue reading

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Sunday (On Monday) Update #4: Ninja Outbreak Now Available

Once again this update comes a day late, but I have a good reason this time for being late.  Or, depending on how you look at it, more of a reason I should have done this on time yesterday.  Because … Continue reading

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Sunday Update (On Monday) #3: Robots

Work continues on Cold Vengeance.  I spent a lot of the week working on new enemies.  Here’s a robot spider and a flame thrower robot. I also worked on planning and blocking more levels. And, of course, putting the finishing … Continue reading

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Sunday Update #2 – Early Level Design

I have spent much of this week planning, outlining and blocking levels for Cold Vengeance.  The process roughly mirrors the process I used for Venusian Vengeance (which I wrote about in my Level Design Primer series) I have a rough … Continue reading

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Sunday Update #1: Cold Vengeance

I’ve decided to start trying to post a weekly update with what I’ve been working on.  And, since I just announced a new game, this seemed like a good time to start. For a little while now, I’ve been working … Continue reading

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Volatility and Enemy Agency

Today I want to talk about Gamestate Volatility, and specifically how it relates to obstacles and enemies and the idea of agency. How much can obstacles, enemies, and non-player-characters, in the ways they act upon the world, interact with each … Continue reading

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NINJA OUTBREAK TRAILER 2

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Level Design Primer Part 19: Familiar and Unfamiliar Space

After a hiatus, Level Design Primer returns! This time around, I want to talk about one of the evocative qualities of level design. Specifically, the ability to create familiar and unfamiliar space. But first, as a way of illustrating what … Continue reading

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Design – Soft Gates

I’ve talked before in my Level Design Primer series about Gating mechanics: mechanics that block player progress until they’ve accomplished a certain task, reached a certain location, or acquired a certain item, thus directing the order they play through an … Continue reading

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