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Posts Tagged ‘design’

Tag: design

We're looking in detail at one of the first enemies the player will meet – Bacteria! I’ll go into more detail on my thoughts for this enemy during the design process and also some of the science behind it.

Tag: design

New devlog entry for Shardpunk, holding some initial information about the design of the tactical layer.

Tag: design

Describing the design process and content of Cogmind's “RPGLIKE” mode for the Winter 2019 event.

Tag: design

In this new series of blog posts we are going to describe aspects of the design and development of Rock of Ages 3.

Tag: design

I have a video showing a successful 1st networking attempt plus images of base map with many new assets improving the design and look. Info on early access testing.

Tag: design

In this article, I’ll look at the general design philosophy and the important questions that led us to all when designing our games AI.

Tag: design

As we work to revamp the bosses for Vast Void with new gameplay we wanted to do a major facelift to robotic designs.

Tag: design

A long-form discussion of the design behind the many monsters you can meet and befriend in Village Monsters.

Tag: design

A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.

Tag: design

Lord of Laudanum is now available in Pre-Alpha! After months of preparing the concepts of our design, we're ready to show the world where we're going to with this game! Join us today!