Bacon and Games

Category: Game Design (page 3 of 9)

Jay is Games wrote up a really nice review (thanks!) of Lazy Thief which you can read here.

Regarding the only “negative” part of the article, the simplicity of the art… That was largely a function of time constraints and a desire to keep simple certain aspects of the game. I’m not defending the comment, I agree with it. I just want folks to know that it was my decision and NOT AT ALL a failing of the super-talented artist, Ajay Karat.

Rest assured if there’s a follow up, the art and everything else will go to 11 :)

You can play Lazy Thief here.

Lazy Thief Released on ArmorGames.com

This past Friday I released a new web-game called Lazy Thief on Armor Games. It’s a project I chipped away at over the course of about a year with artist and friend Ajay Karat of Devils Garage. It’s hardly the Mona Lisa, but given the circumstances I’m quite pleased with how it turned out.

I may write a post-mortem one day but for now I’m just enjoying the divine embrace of a recently completed project :D Mmmmmm

This is just a quick peek at a level editor for a mobile game I’m working on. It’s currently codenamed “Quad”.

This is just a quick demo of a concept I’m working on for a mobile game. I’m going to give it a working title of “Blip”. This demo shows touch controls that work much like the old Lunar Lander game where you fire thrusters to move your “craft”. In this case, touch left or right to move laterally. Touch both left and right to thrust up. The dropped frames are a result of the screen capture. The game itself is super smooth. More coming soon.

Board Game Editor

I’m working on a board game and to help design the board I created a level editor. It’ll save me a ton of time while designing the board, not having to hand-write the board, but since we intend to reuse the engine this editor is going to save me a ton of time in the long run. Some of the features include:

  • Add / remove spaces
  • Snap to grid or freeform movement of spaces
  • Change space types
  • Define pathways between spaces
  • Save and reload boards

The colored spaces of course have more meaning in the game itself. The orange spaces, for example, launch a mini game.

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