Category Archives: Game Development

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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Heroic Journey…of a Ship?

Story in Silent Space Rebellion is an essential part of what we’re trying to do. So many browser based games on the market – one of the things that sets us apart distinctly is that we have a specific and … Continue reading

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Moving at the Speed of Click

Silent Space Rebellion has four distinct types of movement. They all flow seamlessly into and from each other, but the system can be overwhelming at first glance, so in preparation for our upcoming Beta Test we’re going to outline the … Continue reading

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One Click, One Kill

Wednesday’s update was about the Combat Screen, but there are lots of places we’ve improved the UI, from the top menu with a new bar showing you relevant stats to the torpedo icon images over the skill bar showing you … Continue reading

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Yes, But How Do I Fire a Torpedo?

Our current round of updates have focused very heavily on our user interface – and there is a very good reason for this. (Stay tuned for our upcoming blog post titled “One Click, One Kill” for more on this!) We … Continue reading

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Media Matters

We here at Intertainment Games know that Social Media is a big part of any company these days, and especially a new young upstart trying to make its place in a bustling industry. It’s taking some time, but we’re spinning … Continue reading

Posted in Press, Silent Space Rebellion | Leave a comment