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.
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.
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.
In this development log I explore the techniques used to iterate on gameplay changes during the development of Slash Racer, my vertical driving game.
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.
I love being surprised when playing a video game. I especially love being surprised when playing a video game that I made.
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.
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.
This first post in the development log of Shift explains the motivations behind the project, and the scope for the Prelude release.