Monthly Archives: October 2013

Game Design Elements #4: Variation – Basic Concepts

Its safe to say a lot of us get bored pretty easily, huh? We like to shake things up and keep it interesting! If you want your video game to succeed, it needs variation! Nobody wants to do the exact

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Python? The Py- prefix? Get it? Never mind… So in my wonderful game-making quest, I’ve been exploring some different physics options: Pymunk – Seems pretty powerful. Built on top of chipmunk with a wrapper in Python. I’ve already downloaded and

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Where Did I Go?

Short answer: homework and midterms this week. That about sums it up. So down to business then, shall we? So first, the October Challenge. I can’t say I’m overly thrilled to say this, but I’m just not sure it’s going

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LD October Challenge 2013: Day 13

Still chipping away… I was working on configuring basic gameplay settings that apply throughout the entire game, such as level exit conditions, total restarts of a level, item collection… stuff like that. Not much to write home about… again. But

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LD October Challenge 2013: Day 12

Hey everyone. My Thursday and Friday ended up being quite long and eventful, and I was feeling a little burned out. On top of that, I might be getting sick. But who wants to hear about my woes? C’mon, y’all

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LD October Challenge 2013: Day 9

Woohoo! I think I have the physics just about where I want them: nice and “crispy”! The only thing I might change eventually is the wall jump, as it feels a little unnatural at times. However, I don’t feel its

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LD October Challenge 2013: Day 8

Today’s progress: I plopped down a quick little test level for my ninja to run around in and started tweaking collision and physics stuff. The challenge is to kind of give this sensation of floatingĀ that a ninja might experience while

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