Daily Archives: June 30, 2014
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]