Retro Development
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Advice and lessons learned from retro video game development.
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There are a ton of to be taken into account when picking level formats for a game. For example, designers need to consider what information is needed, how it is accessed, and how much space budget there is for it.
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All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document but also watch the videos that...
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The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.
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Part 1 in a series of essays about enemy design.

