Alexander CroomMay 26, 2021Publishing as an Indie Dev - The MoneyIndie development is a tough world. You work day in and day out just for the chance to see the fruits of your labor. Passion is a...
Naomi MastersonMay 20, 2021Smaller Environment InteractionsFor the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
Naomi MastersonMay 20, 2021Making the Phone MenuFor the pause menu we wanted a clean, unobtrusive overlay. We also wanted to continue the art style of our game into the UI. This means...
Alexander CroomMay 17, 2021Wayfinding in Procedural EnvironmentsLast time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
Alexander CroomMay 15, 2021Improving Procedural Environments - Pt. 1As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
Alexander CroomMay 15, 2021Designing 4-Player Couch Co-opEarly on in the project we knew we wouldn't be able to work with network multiplayer within the timespan of the project. We also knew...
Alexander CroomMay 3, 2021Creating the Charge AttacksAs our team moved into the final quarter of our development cycle, we knew from all the feedback we had received thus far that we needed...
Nathan "ZeWei" MalotaApr 5, 2021Making the Music of Project PULSEMusic is an incredibly important aspect of any game, but for a game with music as a foundation for our mechanics, we have to carefully...
Savannah ShuffApr 3, 2021Designing the Characters of Project PULSEOur primary goal was to cover each of the main high school stereotypes (jock, cheerleader/preppy, goth, nerd) in our 4 main characters...
Alexander CroomApr 2, 2021Interface Design IdeationBecause we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...
Alexander CroomApr 2, 2021Creating a Procedural City - The Roads Pt. 1As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
Alexander CroomMar 31, 2021Designing the Basics of the BeatWhen designing Project Pulse, we knew already that we were creating a rhythm game, and the rhythm was going to need to feel right...
Nathan "ZeWei" MalotaMar 29, 2021Conceptualizing the Rhythm Attack SystemWhen we were first conceptualizing our newest project, we knew we wanted to break through genres in some way. A lot of iterations and...