This development log shares how I tuned the movement controls in High Roller. It took a day or two, and I feel good about how the ball handles currently.
Initial High Roller Prototype and Project Setup
This development log focuses on the decision to build a marble racing game in January, and the various tools I tested for building the terrain for each level.
Slash Racer Project Review
I released Slash Racer today, so it’s time to reflect on how the project went. This post highlights the project’s successes, and some areas of improvement.
Slash Racer Gameplay: Feeling Good is King
In this development log I explore the techniques used to iterate on gameplay changes during the development of Slash Racer, my vertical driving game.
Slash Racer: December’s Game Project
I’m officially announcing the “One Game a Month” project for December: Slash Racer. Avoid obstacles while navigating a vertical track in this retro arcade game.
Emergent Behavior, or “Did I build that?”
I love being surprised when playing a video game. I especially love being surprised when playing a video game that I made.
Shifting my Focus to Release on Time
All the ideas I have for Shift are not achievable within a single month. So I examine what I’ve already made, and create a plan to finish strong.
Implementing Items and Equipment in Shift
It’s hard to have a “levelling and looting” game with no loot, which is why I got items into Shift early on in the project.
Crunchless Challenge and Starting Shift: Prelude
This first post in the development log of Shift explains the motivations behind the project, and the scope for the Prelude release.