Retro Development
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You may know of Friday The 13th: The Game and Dead By Daylight, but video games have seen just as many horrors in their classic console glory days.
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An interview with Lead Designer Andrew Marsh about the puzzle design of The Meating
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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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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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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!

