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Favorite games in 2017

December 31, 2017

For my own record, here are my favorite games I played in 2017. Just like last year, I don’t real­ly mind if a game was released this year or some­time before—just that I played it in 2017. The list is no par­tic­u­lar order.

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How to record gameplay footage

April 11, 2017

(This post is pri­mar­i­ly intend­ed for those invit­ed to playtest my games– but you might also find this infor­ma­tion use­ful if you’re look­ing into sim­ple record­ing soft­ware your­self. Enjoy!)

Record­ing game­play footage cre­ates the most use­ful infor­ma­tion for me, while keep­ing the work­load for you low, aside from actu­al­ly test­ing the game. It can be a bit tricky to set up, so here’s how it works.

Please do a test run of your record­ing pro­gram to make sure it works and is set up cor­rect­ly! Thanks!

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About UI friction, or ‘Death of the Title Screen’

March 13, 2017

I love UI and UX. It’s quite hard to design, and takes a long time to get right, but it’s so sat­is­fy­ing when you ulti­mate­ly get it right. I’m cur­rent­ly work­ing on the UI of my pre­ci­sion plat­former Mobil­i­ty, and I’ve seen a lot of both good and bad exam­ples late­ly, so I thought I’d write about the sub­ject more in-depth.

The goal of most UI, no mat­ter if it’s for an appli­ca­tion, a game menu, the inter­face of an oper­at­ing sys­tem, or what­ev­er, it’s to get the user from A to B as fast as pos­si­ble. That means it’s both obvi­ous to the users/players which actions they need to take in order to accom­plish their goal, as well as hav­ing as lit­tle steps between A and B as pos­si­ble. In the con­text of a game, this usu­al­ly means that the play­er can get from boot­ing the game to actu­al game­play as quick­ly as pos­si­ble, and for big­ger games, that users can com­fort­ably nav­i­gate inven­to­ry, shop and trade menus.

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Sokobanana design

February 7, 2017

Let’s con­tin­ue the tra­di­tion of explain­ing the design of my games using my lat­est cre­ation, Sokobanana! I’m pri­mar­i­ly mak­ing these so I can ref­er­ence my design choic­es lat­er in case I for­get them, but I’m putting them on my blog for every­one to see. This con­tains spoil­ers for the puz­zles of Sokobanana, so play that first so you know what I’m talk­ing about. You might need to click ‘Read more’ to dis­play the entire post.

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Faves of 2016

February 6, 2017

That’s anoth­er year gone by! This year I end­ed on the Back­log­gery mem­o­ry card with a score of +25, which is just slight­ly less than my end score last year. This year I released JMPR for Game Boy Jam 5 and Tahira’s Tow­er (also for Android). That’s just two projects, but I’ve been hard at work on Mobil­i­ty as well, which I’m real­is­ti­cal­ly aim­ing to release this year. I’m cur­rent­ly also mak­ing stuff in Puz­zle­script, so you can expect to see those soon as well.

As part of the wrap-up, here’s the list of my favorite games of the year. As always, it doesn’t have to mean the games have been released this year– just that I played them. The list is in no par­tic­u­lar order. These also main­ly list com­mer­cial games– if you’re look­ing for free­ware games I like, check out this itch.io col­lec­tion.

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