City Tuesday now in playtest

Hey so I need feedback to make sure the puzzles make sense and the menus are not too confusing. If you have an app hub membership you can download the code from the City Tuesday AppHub forum post. You should probably provide feedback right there in the forum of course Continue Reading

Training levels

If you think this looks like a mess, well it does because it is. I am working on the training level which means I have to make a small sampling of the major themes and trails that will be in the game. It is a cross-cut, a sampler-platter, a coming-attractions Continue Reading

Creator-intensive content

PacMan does not require a designer to carefully craft a puzzle mechanic. Instead, the rules and resources of the game are enforced by the some-what AI controlled ghosts. The fun of it comes from working out the escape routes that are thrust upon you by the game. Neither does Tetris. Continue Reading

City Tuesday progress August 9th

Play testing is not the same as market testing. I have heard people bemoan the overly-thorough play-testing of games that AAA companies like Valve inflict upon their games. “Tsk Tsk”, they say, “I want a game that captures the designer’s vision and hasn’t been mellowed out by generic review boards Continue Reading

City Tuesday progress August 2nd

My progress on City Tuesday is still mired in the deep bowels of the game’s engine. Who would have thought that programming a time traveling world would take so much code. My current aim is to get a version of the code up that shows a cross-cut approximation of what Continue Reading