Starlight Shift: Prototyping & Adapting Gameplay – Part 3

July 31st, 2007

It is time for part three in the journey of making a fun puzzle game. Be sure to read both post 1 and post 2 before this one.

 
The Fourth Try

Reverting To Old Gameplay / Adapting the Constellation Idea

One of the big problems with constellations that it really limited the player on what parts of [...]



Starlight Shift: Prototyping & Adapting Gameplay – Part 2

July 30th, 2007

In Part 1 of this series of posts, I introduced you to a new game I am working on called Starlight Shift. In this post, I will discuss some changes I made in the second version of the prototype.

Problems With the First Try

The Basic Rules
The original rules listed below have some problems.

Get five or [...]



Starlight Shift: Prototyping & Adapting Gameplay – Part 1

July 30th, 2007

Recently, I begin working on a new game using C# and XNA. It began around 5 in the morning a couple of days ago. I was perusing the internet when I cam across a music video by a band called Straylight Run. I misread “straylight” as “starlight” and my head filled with [...]



[COMIC] Staring into the Night

July 18th, 2007

I hope you enjoyed the first comic. If not, learn more about skyboxes.



Saving and You

July 16th, 2007

Many different types of save systems exist for video games. Many games offer the player the ability to save anywhere and anytime he or she wants. As storage becomes cheaper and technology advances, the difficulty in saving all of that information decreases. So, why wouldn’t developers include a save anywhere function? [...]