Category Archives: Dev Log

Haiku time!

For various reasons that are right and good, today’s update will be delivered in the form of several haiku. I have been busy! A new game is in the works. Soon it will be done! It’s not at all like my last humble offering. It is not a SHMUP. I am quite happy with how [...]

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Boss Rush is Go!

So it’s been a long, funny sort of road, but after a lot of delays, (some completely unrelated to game programming, and a few, unrelated to Boss Rush at all) but it finally happened. Remember Boss Rush?  The game about being a boss, that seemed like it wasn’t ever going to actually come out?  Well [...]

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Justin, on Music

[Justin Mullens, the man behind the fine, fine music in Boss Rush, has graciously offered write down some of the thoughts he had while he was composing.  For anyone interested in how the music came to be, it's a fun read, and offers a fascinating glimpse into what his creative process looks like.  He clearly [...]

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Still here!

Busy weeks! Not a whole lot to say here, but progress on Boss Rush continues well.  At this point, the game is basically nailed down and probably a good 90% complete.  Most of the work at this point is down to playtesting and polish, and occasionally adding a new level or two if I think [...]

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Funny how things work out

So my original plan was “I’ll start a dev log over at the TIGSource Forums , and link back to this page, for even more detailed information!” I really did intend to do that. TIGSource was going to be for big updates and news, and I’d have all the nitty gritty here on this site. [...]

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Sounding Awesome

Even though I received my audio delivery two several weeks ago, I’m only just now finally getting around to integrating it into the game. Why did I wait so long! It sounds great! Wonderful music and sound effects provided by Justin Mullens! For example!  Behold!  MenuMusic! There is a magic part of development, where it [...]

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Vise-Versus

Finished up Versus Mode, today.  Finally. I had convinced myself it was done before.  But really, all it was was just the regular game except with a custom AI for the ship that listened to keystrokes instead of performing its own evaluations.  This had the downside that the games always played out the same way [...]

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Playtests: Encountering Difficulties

So as a designer, I have a problem.  In a game where a large part of your score is “how long you survived”, I need some assurance that the game-time is finite.  That eventually, no matter how good a fight they put up, the player will lose eventually, and the game will come to an [...]

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Pretty Pictures!

Progress continues well on the first game!  Two bosses are locked down and finished, one more is about an hour or two away from being the same, and the last (well, probably last) one is completely rigged and just needs a few more patterns to be complete. “All of this is fine and good”, you [...]

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