Blog Archives

Soulcaster I Behind the Scenes Part 2: The Design Doc

By popular demand, I’m going to continue this series and dig up some of the relics of the Soulcaster design process.  In part 1 I talked about lightweight design and posted shots of a few levels that ended up on

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Soulcaster I Behind the Scenes

Welcome

This post is about Soulcaster I, and how it evolved from the first stages.  This was the first project I designed and built from scratch, and my philosophy has been to keep the design as minimal as possible.  Rather than

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The Specific Solution – Thoughts on Jonathan Blow’s “How to Program Independent Games”

I don’t have a CS degree. I learned programming from books, starting with QBasic in high school, then C, then enough C++ to scare me off programming for a few years, and finally the siren’s call of C# has lured

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Some Thoughts on Puzzle Design

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 when

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The Playtesting Party – Some Quick Tips

PlaytestNotesPhoto

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 both

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The Dilemma of Unsolvable State Detection for Puzzles

EscapeGoat 2011-07-13 00-04-00-78

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 in

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Join me

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 designer

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More pathfinding and AI

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, smoothly

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Multiple Target Pathfinding

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 style,

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