Monthly Archives: June 2013

Brace For Impact!

If someone was to ask me today what I thought they should study to get a job working on video games, I would tell them MATH. Everything in video games comes down to Math in one way or another – … Continue reading

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Galleries, Away!

A wise internet marketing article once suggested that Indie Game Developers should spend 25% of their time doing nothing but marketing to be successful. If that’s true, we’re well on our way to success. Previously, our corporate site was a … Continue reading

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Fire at Bob, Commander!

Something that’s becoming a common theme on this blog is talking about how to handle different types of player actions in a manner dissimilar from modern games. There is a fine degree of control necessary when operating any sort of … Continue reading

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More Guns with Fun

More fun with the inventory system last night, this time with most of the kinks worked out. Sometimes you just have to quit for the day and get some sleep, or you won’t get anything at all productive done. So … Continue reading

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Drag and Drop or Click and Click?

Recently while working on an inventory system for Crawlspace, a discussion came up about the user interface that I wanted to share. We were discussing weather to implement a drag and drop system for the inventory. I should explain a … Continue reading

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