Tagged "ghost minotaur"


Chewing It Over - Puzzle Design in The Meating

An interview with Lead Designer Andrew Marsh about the puzzle design of The Meating
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Bits That Go Bump In The Night - The Ghosts That Have Haunted Our Games

Being a ghost is no easy task. For example, Kon from the Meating must search for his tragically-sourced meat. Here are a few other ghastly ghouls who have driven the nightmare fuel in video games.
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Wings and Thighs: Piecing Together Enemy Behavior in The Meating

Coding enemies is a lot like cooking. Answering the question of "How should this enemy behave?" is similar to answering "What should this sandwich taste like?" For both questions, the secret is in the ingredients.
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From Thousands to Hundreds: Exploring Memory Limitations in Retro Consoles

The memory capacity of a game cartridge has more to do with the amount of graphics it can handle or store. It affects the overall performance of the game, and what is possible for the game to do in terms of mechanics. This blog will offer a look at how these limitations can be overcome with creativity and planning.
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Smooth Jumping for Platformers

Since moving around platforms is such an integral part of the platformer experience, it is crucial that this feels good to the player. Getting controls to feel just right though is a balancing act between in-game physics, collision, and game design. It is feat for the truly meaty at heart. If this isn't you, fear not! Read on to find out more about these elements, and how we worked through them to make the jumping of Kon, a ghost minotaur, feel great in our upcoming NES platformer, The Meating!
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