Game development

Designing missions for Human Extinction Simulator

Before I realized it I once again put myself in a position where I need to design levels/missions. I swear I wanted to work on a game with procedural generated content but as I said before it just wasn’t as much fun for this game as I thought it’d be. Designing a fun mission for […]

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Going the deterministic non-procedural way

I finally decided that my upcoming game, Human Extinction Simulator (yep, I changed the name), will be scenario-based instead of being a single procedural generated challenge. Even though a procedural approach would in theory means an unlimited amount of content I don’t think that for this game it would mean unlimited amount of FUN content. […]

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Bret Airborne dev diary – Tech and resources

Here’s the first entry of what I hope will give you an interesting peek behind the curtain of the development of Bret Airborne. I’ll do my best to cover as many aspects as possible but feel free to send me suggestions if you’re curious about a particular ¬†point. This first post will look at the […]

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A few tips to turn your AS3 AIR game into a desktop game

Cool I code my game in AS3 and still make it a desktop game! It was great at first until I finally got to the part where I needed to turn my code into a desktop experience. An experience that would look like any other game out there … Oh it’s very possible and it’s […]

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Failing to pull a game out of an idea

This is not a post about how the last 10% of a project is the other 90% of development time. This is not a post about how difficult it can be to polish a game up to the point where it can be looked as a professional project. This is not a post about how […]

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