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Simon's Game Dev Blog

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 6 April 2015. I've been working hard to get Dimension Hop to a level I'm happy with before releasing it to the world. The trouble is if I'm too much of a perfectionist, it will never be released, but reversely I don't want it to be so buggy or bad that everyone hates it. I think in its current state the balance is about right. I read an article. Want to try it? I cou...

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Simon's Game Dev Blog | simonjohngilbert.blogspot.com Reviews
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Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 6 April 2015. I've been working hard to get Dimension Hop to a level I'm happy with before releasing it to the world. The trouble is if I'm too much of a perfectionist, it will never be released, but reversely I don't want it to be so buggy or bad that everyone hates it. I think in its current state the balance is about right. I read an article. Want to try it? I cou...
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Simon's Game Dev Blog | simonjohngilbert.blogspot.com Reviews

https://simonjohngilbert.blogspot.com

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 6 April 2015. I've been working hard to get Dimension Hop to a level I'm happy with before releasing it to the world. The trouble is if I'm too much of a perfectionist, it will never be released, but reversely I don't want it to be so buggy or bad that everyone hates it. I think in its current state the balance is about right. I read an article. Want to try it? I cou...

INTERNAL PAGES

simonjohngilbert.blogspot.com simonjohngilbert.blogspot.com
1

Simon's Game Dev Blog: August 2013

http://www.simonjohngilbert.blogspot.com/2013_08_01_archive.html

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Friday, 23 August 2013. This word now scares me. Changed the wall jump animation so the player pushed off with his back facing the wall rather than the other way around. This made more sense as the direction of travel immediately after a wall jump (when the animation played) was the direction the player was facing. Chopped up the wall climb animation so it could be looped.

2

Simon's Game Dev Blog: Demo Published

http://www.simonjohngilbert.blogspot.com/2015/04/demo-published.html

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 6 April 2015. I've been working hard to get Dimension Hop to a level I'm happy with before releasing it to the world. The trouble is if I'm too much of a perfectionist, it will never be released, but reversely I don't want it to be so buggy or bad that everyone hates it. I think in its current state the balance is about right. I read an article. Want to try it? I cou...

3

Simon's Game Dev Blog: July 2013

http://www.simonjohngilbert.blogspot.com/2013_07_01_archive.html

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Thursday, 4 July 2013. I felt that the group and also myself personally made some stupid needless errors. Let’s call it a learning experience. The lessons learnt seem obvious in retrospect. A few we should have not allowed to happen as we had already been taught the correct way to do things. For example drawing out the level on a grid helps the programmer make it quickly.

4

Simon's Game Dev Blog: September 2014

http://www.simonjohngilbert.blogspot.com/2014_09_01_archive.html

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Thursday, 25 September 2014. The level design for Dimension Hop is going well. I'm still drawing these out on paper but I can't wait to build them and see how they work. I've posted up a sample. I'm trying to make best use of the dimension swap ability through the level design and I think it's getting there. Took the day off work to go to EGX. Subscribe to: Posts (Atom).

5

Simon's Game Dev Blog: August 2014

http://www.simonjohngilbert.blogspot.com/2014_08_01_archive.html

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 25 August 2014. Having restarted work on Dimension Hop, I've come at it with fresh eyes. I've decided that all the levels need to be redesigned! Time to get stuck in. Just need to finish the game before the air runs out. This redesign has taught me that game design is about constraining yourself as much as it is about using your imagination. Creating an interesti...

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A Look at the Creative Adventures of Simon Edwards. A Day At Kew. I won’t beat about the bush I received some disappointing news yesterday, not totally unexpected, but disappointing none the less. Last year I attended an event called the Do Lectures. And ended up make a little film about the event, titled unsurprisingly the Do Documentary. One thing in particular that I have realized is that my expectations. So when Alex at Do told me yesterday that they (as I had anticipated to be honest), had someone e...

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Futureworks Course

Read about the first year of my game design course. Wednesday, 5 June 2013. All my posts are on my other blog! If you haven't noticed my new posts over there, click on the above link. If you want to follow the new blog click here. Posted by Simon Gilbert. Tuesday, 12 March 2013. I started a new blog over at my year 2 game dev course. One of the last posts on there is a recap of our year 2 game project so far. If you want to see what me and the team have been up to this post will get you up to speed.

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Simon's Game Dev Blog

Simon's Game Dev Blog. Musings on game dev after completing my Professional Diploma in Game Development at Futureworks, Manchester. Monday, 6 April 2015. I've been working hard to get Dimension Hop to a level I'm happy with before releasing it to the world. The trouble is if I'm too much of a perfectionist, it will never be released, but reversely I don't want it to be so buggy or bad that everyone hates it. I think in its current state the balance is about right. I read an article. Want to try it? I cou...

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