Stop That Hero! Development Summary

The last time I wrote about Stop That Hero! development was in July. Here’s a quick summary of the work I’ve done since then:

Fixed memory bugs

I fixed a number of issues in July, specifically with weird corruption issues that seemed to result from the use of std::vector<bool> which is apparently not a real . . . → Read More: Stop That Hero! Development Summary

See Stop That Hero! in Chicago

Indie City Games is hosting the Open House Indie Games Expo in Chicago this Saturday.

Members of the general games-playing public are invited to show up, meet local indie developers, and play the games they’ve been hard at work creating. It’s fun, it’s free, and absolutely everyone is invited!

I’ll be demoing Stop That Hero! . . . → Read More: See Stop That Hero! in Chicago

Meaningful Game Play Game Jam

Josh Larson of God At Play wrote about meaningful game play. Josh’s definition:

Meaningful game: a game that has significance or provides purpose for how one lives life.

He specifically argues that there seems to be a lack of games with deeper meaning, and that there are not enough of them to satisfy the people . . . → Read More: Meaningful Game Play Game Jam

A Summary of Recent Stop That Hero! Developments

It’s been a long time since I blogged about anything, and any “Stop That Hero!” posts were sparse, so let me update you on what I’ve been doing over the last couple of months.

When I made the original Ludum Dare #18 entry, I had just finished reading through two AI books: AI for . . . → Read More: A Summary of Recent Stop That Hero! Developments

Stop That Hero! Dev Video: Slimes Throw Chests??

It’s really exciting when I add a feature to Stop That Hero! that I can actually show to someone, and in the last week or so, I’ve added two.

First, slime monsters now leave behind a slime trail. If the Hero steps in the slime trail, he is slowed down temporarily. The slime trail and . . . → Read More: Stop That Hero! Dev Video: Slimes Throw Chests??

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