Creating unique content is hard. Smart developers will find a way to reuse content without players even noticing, disguising it as all new obstacles. These has two benefits: 1) it gives the illusion that you’ve created two unique pieces of content 2) in the instance of skill based puzzles, it gives players another challenge to reinforce the same puzzle skills. In a previous post I outlined the core puzzle of the game (link) and how I reused the idea of solving logical gate equations for a world puzzle (link). But how could I reuse the core puzzle for a world puzzle without the players knowing it? The answer is in slightly changing the equation, not the components of the puzzle.[…]

Leaving off from the last devlog, I have basic novel gameplay (link) and an overall design north star (link). This leads to developing the first part of the game. The game starts with an anti-virus program, anthropomorphized as the playable character of the game, arrives at the infected computer. After a tutorial location, the player enters the first dungeon, the Ethernet Card. Ideally every dungeon in a game has its own unique personality. Taking a note from The Legend of Zelda, each dungeon can separate themselves by providing a unique mechanic only found in that dungeon. What is the unique mechanic within an Ethernet Card? I have no clue. When I’m making a dungeon there are generally two design methods:[…]

In my previous developer update (Link), I showed off the “core” experience of my current game. It can be summarized by solving logical gate problems (AND, OR, XOR, etc.) horizontally and vertically where each bit can impact multiple equations, changing one bit to solve an equation left could un-solve an equation right, or up, or down. But what to do with a novel puzzle that is both dull and complex at the same time? How do I containerize puzzles? How does the player feel progression? What is the overall reason to play this game over the 500 other games released that month? The best place to start looking for answers is at how your contemporaries solve the problem of framing[…]

I finished a tech demo and content building tool for a puzzle game I have been working on. In this context, text demo is meant to be a proof-of-concept build that has playable gameplay and gives me an environment to test and validate functionality that doesn’t have visuals (serialization of classes, save/load functionality, data driving gameplay and content, etc.). The gameplay is solving logical gate (and, or, xor, nand, nor, nxor) puzzles by turning bits, the circles, on or off. Your goal with each puzzle is to make all the squares on the outside turn on. The connections between circles or between circles and squares are logical gates. The side where each square sits dictates where the logical equation starts[…]

The age old question of new game developers is where do I start? Do I create art? Do I start programming frameworks? Do I make physical prototypes? Do I mod an existing game? Like most things in life, there is no actual answer. Let what drove you to take the mammoth task of developing a game inspire your work. Jenova Chen chased an emotion with Thatgamecompany’s third outing, “We wanted to bring in a new feeling between people online.” Doom was inspired by id’s late night D&D campaigns. Chase whatever muse started this adventure. For my current game, the muse was the idea of solving logic gates. For those that don’t know, logic gates are things like AND and OR[…]