Game Design Diary – Capturing the Magic

I’ve been doing a bunch of captures lately. I’m trying to show my process, successfully or unsuccessfully, I’m not sure yet. I’ve been playing Mad Max, and I’m getting endlessly annoyed at the slow transitions between animations and the unreal twitchiness of the prompt triggers. It’s also fun to do one of those vacuuming exercises... Continue Reading →

Game Design Diary – Chains of Command

So I gave up on Harlowe and started using sugarcube instead. I find it is much easier to understand, but I’m actually not entirely sure why that is. I have some Python experience and a bit of JavaScript and CSS and most likely it’s because sugarcube follows a similar logic. I think the primary reason... Continue Reading →

Game Design Diary – Wurk Wurk

I’m in the middle of transcribing and posting a ton of previously written material. Today is also a bank holiday in Sweden and I have some hope catching up on all the things I’ve neglected such as working on Chains of Command and trying to spruce up my portfolio, however that might go. I’m not... Continue Reading →

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