By GBGames, on October 11th, 2010%
As I mentioned in the post on Stop That Hero!’s development challenges and concerns, the original Ludum Dare implementation has a flaw related to how resources are obtained and used in the game.
Current Implementation
The original implementation works as follows:
Assign the player a small starting number of resources. Every so many seconds, . . . → Read More: Designing Resource Usage in Stop That Hero!
By GBGames, on October 8th, 2010% Even before the Ludum Dare October Challenge was announced, I knew I wanted to flesh out and polish Stop That Hero! as a full and complete game.
In 72 hours, the code for Stop That Hero! isn’t terrible, but it is not exactly a good base for me to use. Thinking ahead to the . . . → Read More: Stop That Hero! Development Challenges and Concerns
By GBGames, on October 6th, 2010% Ludum Dare 18 was over a month ago. While I didn’t get the game finished in time for the main compo, the Ludum Dare Jam was running simultaneously and offered an extra day to let me finish and submit it.
Stop That Hero! was my most ambitious game yet. It was partially inspired by . . . → Read More: LD18: Stop That Hero! Post-Mortem
By GBGames, on October 4th, 2010% I’ve been reading about intelligence and learning, and I was fascinated with the idea that the conscious mind can sometimes get in the way of full-brain thinking. If you’re reading a textbook for class, for instance, you might read in order, word for word, trying to analyze and memorize and understand everything as you go. . . . → Read More: Where Good Ideas Come From
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