Skeeter's Grid
Devlog
- September 19, 2022 by strangeshuttle#addressables, #unity programming, #c#I knew from the get-go that I wanted Skeeter’s Grid to be contained within a single scene. Why? I wanted zero-transitions between levels; ad-hoc level replays; shared resources between levels; other... Continue reading
- September 06, 2022 by strangeshuttle#writing, #narrative prototyping, #interactive fictionAn unexpected challenge to Skeeter’s Grid has been the writing. I had assumed this would be of the easiest aspects of game-building… not so much because have a low opinion of writing or prose or p... Continue reading
- August 20, 2022 by strangeshuttle#music, #analog synth, #eurorack, #east beast, #korg, #moogI’ve taken special care with the music in Skeeter’s Grid, and a common sound motif is the classic analog synthesizer. I love it. I use it everywhere. It sounds great. But unfortunately, up until n... Continue reading
- August 14, 2022 by strangeshuttle#spawn points, #enemies, #puzzle systemsIn the in-progress 0.2.0 build of Skeeter’s Grid, I’m refactoring enemy spawn points. In the current version, any active space can be a spawn point, and the level manager employs a somewhat compli... Continue reading