Microdude had a very unconventional inital design period where I wasnt designing the game on paper first. I figured that I would start off with a rough idea of what i wanted to make and then program and design the rest at the same time. This eventually came back and bit me in the ass but at the time everything seemed to move smoothly. The general idea that I had for the game was that I wanted to make a platform game that had elements of stealth. Initally I wanted to make the game very slow paced with a lot of waiting and puzzle elements. I eventually dropped that concept and went for a more fast paced stealth approach. I programmed the player to have fast and fluid movement. The player could Move left/right, Jump, Cling to walls and ceilings and I eventually made a grappling hook that the player could fire upward and then go up and down when the hook attached to a ceiling. All of these features have made it into the current build today.
Saturday, October 5, 2013
Microdude Log 1: Should Have Blogged Sooner
Im going to start this blog post by saying that I regret not blogging about Microdude sooner. For those who don't know Microdude is a indie game pet project that I had been working on in my plentiful spare time. It has now become a fully fledged release title that I will eventually release on gog.com and Desura. I kept Microdude on the down low for quite some time because I was still unsure if I wanted to release it or not. Now about 5 months after I first concieved the idea for Microdude, I am uploading the first trailer for the game and creating the facebook page for it. That being said I will start writing about the Intitial design and development of Microdude.
Microdude had a very unconventional inital design period where I wasnt designing the game on paper first. I figured that I would start off with a rough idea of what i wanted to make and then program and design the rest at the same time. This eventually came back and bit me in the ass but at the time everything seemed to move smoothly. The general idea that I had for the game was that I wanted to make a platform game that had elements of stealth. Initally I wanted to make the game very slow paced with a lot of waiting and puzzle elements. I eventually dropped that concept and went for a more fast paced stealth approach. I programmed the player to have fast and fluid movement. The player could Move left/right, Jump, Cling to walls and ceilings and I eventually made a grappling hook that the player could fire upward and then go up and down when the hook attached to a ceiling. All of these features have made it into the current build today.
Microdude had a very unconventional inital design period where I wasnt designing the game on paper first. I figured that I would start off with a rough idea of what i wanted to make and then program and design the rest at the same time. This eventually came back and bit me in the ass but at the time everything seemed to move smoothly. The general idea that I had for the game was that I wanted to make a platform game that had elements of stealth. Initally I wanted to make the game very slow paced with a lot of waiting and puzzle elements. I eventually dropped that concept and went for a more fast paced stealth approach. I programmed the player to have fast and fluid movement. The player could Move left/right, Jump, Cling to walls and ceilings and I eventually made a grappling hook that the player could fire upward and then go up and down when the hook attached to a ceiling. All of these features have made it into the current build today.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment