Posts tagged “game design”

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Blokjes: The beginning

Here’s a thing I’ve been working on since January: Blokjes! Sorry, your browser does not support embedded videos. In case you can’t tell from the video, the idea is very simple: you get a sequence of blocks (polyominoes) that you have to place on the board.

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Ballistics distance

Just a short post to share something I’ve been working on that mightily pleases the Kerbal Space Program player in me. In testing Orbital Express, it became clear that having three controls (compass direction, inclination, and launch speed) is too much for beginning players.

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VR will remain a niche

Virtual reality seems to be all the rage in gaming these days. Everyone seems to be buying into it. Big corporations like Facebook (Oculus Rift), Sony (PlayStation VR) and Microsoft (HoloLens) are pouring money into VR as if it’ll be the biggest thing since sliced bread.

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More controls

Last time, I wrote: My brother probably expected the cart to make a turn if it was pushed on one side. Instead, it would spin around its axis, but keep moving in more or less the same direction!

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Although I’d previously determined that the controls of the cart worked nicely on a touch screen, they were nowhere near perfect yet. This is one of these aspects that can make or break a game, so it’s important to address it as early as possible.

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New approach

From my previous posts, it must now be clear that free-surface fluid dynamics is hard. This is mainly caused by the free surface. Without that, it is possible to write a fluid-in-a-box in a little over 100 lines of C code, as Jos Stam did in his paper Real-Time Fluid Dynamics for Games.

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