Monthly Archives: February 2012
The Level Editor Sprint, part 1
Early on, I decided the THE OCTOBER GAME would have designed levels rather than random ones. That decision led to significant complexity, here’s how: The core of the game is simple, the player jumps up to hit enemies flying across … Continue reading
Posted in Technical, Uncategorized, creative, iDevBlogADay, process, sketch
Tagged complexity, iDevBlogADay, THE OCTOBER GAME
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