Enemy Design 201 - Lethal Wedding

The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.
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SNES Development - Starting from Scratch

Highlights the pitfalls of SNES development tools
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Level Design 101 - Little Medusa

A primer on Level Design using the NES game Little Medusa as an example
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We Got Dungeons - Dev Log 5

Happy Holidays and welcome back to the dev log for our upcoming game We Got Dungeons! Today we'll talk a little about the AI of the NPCs. We talked about many different ways of approaching the AI in our game. Through our discussions we realized that what we wanted is a couple of things from our enemies. First and foremost they should be consistent. This might run counter to intuition but ultimately, what good AI should do is not "outsmart" the player, it should instead give the player a sense of accomplishment and strategic mastery. This cannot be achieved if...
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We Got Dungeons - Dev Log 4

Hello everyone and welcome back to the We Got Dungeons dev log! Today we will be talking about path-finding! First of all lets talk about why we need path-finding. Lets see what happens if we just completely throw path-finding out of the window and try to move the character somewhere on screen.
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