Friday is a cool day. We put Sublime Text to one side and break out the pen and paper to craft some concepts. Here’s a couple.
In our last game, Thundergun, we adopted a purely randomised approach to generating the levels. That is, the alien formations were predefined prior to the game loading but their formations for completely […]
In wrapping up the development of Road Rage I hit one or two snags. This annoys the hell out of me since it is largely due to big holes in the game’s […]
Designing HTML5 arcade games with JavaScript has become something of a theraputic exercise. The combined thrills of pixelling, coding and designing the various elements of the action are proving to be quite […]
I think that it probably goes without saying ┬áthat your games are your primary asset. They are the key to the success of your portal. Treating your games as such is a […]
I’ve been playing around with a few of my older games lately. Galactians 2 in particular has spent a good amount of time on the ramps. Swoop, dodge, blast, bounce and splat […]
A concept that always intrigues me in game design is the concept of Greed. That powerful force that is strong enough to pull you away from your chosen path in the game […]
I’ve been working hard on my new HTML5 platform game recently and have had a huge amount of fun creating sprites and some interesting monster AI. It was always my intention to […]
Back in my day as a Gameboy Advance artist we used to have some key rules for asset creation. Generally much of the design was handled externally via the client and we […]
Photo of Atari VCS console and pre-order information
Playstar graphic
Minecraft Global CD Key