Part two of three in this design dive into the movement mechanics of Donkey Kong Country 2! Here, we examine the level design and how it is tailored to fit the Kongs’ moves.
Gamedev
How Donkey Kong Country 2’s Movement Feels Amazing (Part 1)
Part one of three in this design dive into the movement mechanics of Donkey Kong Country 2! Here, we examine the Kongs’ moves and why they feel as good as they do.
Postmortem: Sanity Wars Reimagined
Sanity Wars Reimagined has been released! Read about how the game was developed, and what we learned along the way.
Sanity Wars Reimagined released!
The game PixelLunatic and I have been working on for the past seven months, Sanity Wars Reimagined, has been officially released! Download it here. It’s been a long seven months, working on this game, and while there’s still plenty of things that could be improved, overall I’m pleased with how this game turned out. Most…
Implementing the Messenger Pattern in Godot
Note: If you implemented this pattern and are now experiencing issues with get_tree() calls, see my Issues with get_tree() section at the end of the article. Oftentimes, in code, you need a way to have different parts of the codebase communicate with each other. One way to do this is have those components directly call…
How I Structure My Game Projects
As a programmer, I spend a lot of time figuring out how things should be named and organized. I want things to have readable, comprehensible names, and to be organized in ways that make sense to me. To that end, when I started out in game development, I wanted to figure out how I should…
Examining the EMMI Zones of Metroid Dread
How does Metroid Dread implement their flagship mechanic, the EMMI zones? I explore that in this game design exposition!
Creating a Debugging Interface in Godot (Part 3)
Welcome to Part 3 of my tutorial for creating a debugging interface in Godot! In Part 1, we created the base for our debugging system, and in Part 2 we created debug widgets to show our debugging information. If you haven’t read those parts, you would be advised to do so before continuing on with…
Creating a Debugging Interface in Godot (Part 2)
Welcome to Part 2 of my tutorial for creating a debugging interface in Godot! In Part 1, we created the base for our debugging system. If you haven’t read that part, you should do so now, because the rest of the tutorial series will be building atop it. Alternatively, if you just want the code…
Creating a Debugging Interface in Godot (Part 1)
At some point during the development of a game, you need to be able to show information that helps you debug issues in your game. What kind of information? That really depends on your game and what your needs are. It could be as simple as printing some text that shows the result of an…