18
Jul
2011
The results are in after last night’s playtest, and Escape Goat Alpha 5 is the new face of drinkability. OK, what I meant to say was that the testers really understood the puzzles better, enjoyed experimenting, and felt rewarded
16
Jul
2011
Tomorrow is another Escape Goat Alpha Playtest Party! That means tonight is a blog post on playtesting, lightweight, indie-style. In other words: you’ve got friends, some of them play lots of games and others don’t, and you want
13
Jul
2011
Last Saturday was the Escape Goat Alpha 4 playtest, and the next big design challenge has shown itself and thrown down the gauntlet. It’s a hard problem to define, so I’m hoping that writing this will clear it up
28
Jun
2011
Are you an artist/designer with a game idea, looking for a way to bring it to life? While I work on Escape Goat, my Soulcaster engine is collecting dust. Let’s put it to use. I’m looking for a skilled
10
Nov
2009
I’ve worked on several new features over the last two weeks, including an upgrade system and a shopping menu. Nevertheless, as I build test maps I continue to find ways to tweak pathfinding so that the monsters behave intelligently,
24
Oct
2009
Proper enemy pathfinding AI is crucial to the game design. Prescribed routes were out of the question, since they could be blocked easily and the game wouldn’t be very difficult. Tarchon uses two different types of movement AI: Gauntlet