"You needed your player to experience memorable and satisfying moments."

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April 26, 2016

Recently I’ve been revisiting the basic gameplay of the combat to make a few improvements. I’d not looked at it in a while and I’d become concerned that it was ‘okay’ but not really fun enough. It was a bit to 6 out of 10 and it needs to be an 8, it needs to […]

"The level design would need to have caverns to dogfight..."

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October 18, 2015

When I put together the first-playable level it was a simple level set on Earth.  It worked great as a proof of concept and had some definite moments of fun, but I needed it expand this into a bunch of different worlds with a greater variety of gameplay.  I made an android version that I […]

"Each one has different physical characteristics which affect the handling of the gunship."

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October 11, 2015

So, it’s been a while since I’ve posted a diary update.  Turns out, making a game and maintaining a website at the same time is a bit too much for one guy.  Lately I’ve been getting my head down and focusing on the game.  So what new sexy thing do I have to tell you […]

"Translating this to the touch screen of a phone or tablet was a problem."

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May 6, 2015

I started out with the classic tilt and thrust controls as a starting point.  These work well, just like they did in the classics.  But you spend a lot of time having to micro manage your flight, thrust and counter thrust.  The speed at which the ship turns, and the amount of thrust to apply, […]

"I have a cool little cluster bomb that throws out lots of bomblets and makes everything explode."

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April 22, 2015

I’ve got a basic level up and running, but it’s a bit dry.  Flying around tunnels, shooting the odd turret, is not much of a game.  I need to start fleshing the level out until it has enough substance and gameplay to be satisfying to the player.  So of the things I’ve added so far. […]