Tagged "sega genesis development"
The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.Read more →
Part 1 in a series of essays about enemy design.Read more →
A time-saving trick for making Sega Genesis background graphics.Read more →
Last time we announced our new upcoming game for the Sega Genesis, We Got Dungeons. This time well delve into the technical details of the game, so strap in for some tech talk! First off lets talk about the levels. We are planning on having several different tiers of levels, each of them comprised of several floors of increasing difficulty. The levels are broken down into separate discrete rooms that are filled with randomly generated encounters. In order to maximize the amount of different rooms that we have to work with, and make each room as interesting and varied as...Read more →