It’s update time again. I’m still full-time on Retrobooster, working hard on getting a complete set of levels built. By “complete set” I mean that I’m trying to bring enough levels to a state of functional completeness that I can say I have enough content for a full game. Once I get to that point, […]
Filed under: Game Design, Retrobooster | Comment (0)
It has been a while since I posted anything about the tech in Retrobooster. Lately, I have been refining the conveyor beams, which figure prominently near the end of the game. They are basically tubes of energy that pull game entities around the levels. Think of them as rivers of space. I imagine them as […]
Filed under: Art, Game Design, Programming, Retrobooster | Comment (1)
Version 0.6 of Retrobooster’s playable demo is now available from the downloads page. There are some bug fixes and improvements to many systems in the game, but there are no major gameplay changes. Retrobooster is still very much in beta and progressing smoothly. Here is the complete list of changes: Bug fixed: Fixed crash caused […]
Filed under: Announcements, Retrobooster | Comments (6)
The Indie Games Channel picked my brain about Retrobooster a while back. Now they have posted this article that talks a bit about my vision for the game and how I go about making levels. Thanks for the cool write-up, IGC.
Filed under: Press, Retrobooster | Comment (0)
Retrobooster just showed up on Penguspy. And with the Pengu Choice award! It’s great to see the Linux gaming community keeping an eye on this game. Thanks, Penguspy.
Filed under: Linux, Press, Retrobooster | Comments (2)
Stefan LeBlanc contacted me a couple days ago asking about Retrobooster, saying he wanted to write an article for Examiner.com. Well, he is very fast, and here is the article.
Filed under: Press, Retrobooster | Comment (0)