Archive for the ‘Game Design’ category

Levels As Toys

April 22nd, 2012

When I started development on Retrobooster, the main design goal was to make it feel like a big toy you can play with. Later on I read Jesse Schell‘s wonderful The Art of Game Design and learned that he had already named this idea The Lens of the Toy. The best way I have found [...]

Alpha 4 Testing

February 17th, 2012

This week the 4th alpha release made it out. It is the first release that I have been able to package and send to testers to use at home. It was an important milestone because there is now too much content in the game to do a thorough in-house test. In the future, I will [...]

Thrust Ship Flight Dynamics

July 13th, 2011

In Retrobooster, you control an Asteroids-style thrust ship. You can thrust forward or backward and rotate clockwise or counterclockwise. Thrusting backward is unusual for this genre, but I think it’s a nice addition.  The genre, specifically, is multidirectional shooter (or tunnel-flyer in some circles). This isn’t the most challenging game development topic, but it takes [...]