Tyler Glaiel's Blog
Programmer. Game Designer. I made Closure, The Basement Collection, Bombernauts, like 60 flash games back in the day, and a bunch of yet-to-be-released secret projects.
No, this is not a list of my most anticipated games, but a list of changes I'd like to see to Steam as a platform and marketplace to make it better for both consumers and developers.
It’s hard to make a living making games.
Rock Paper Shotgun recently posted an interview with Peter Molyneux that made me feel a bit weird and I'd like to explain why
A tech post about how I made the crop circle effect in Bombernauts (also know as a visibility circle, or a cutout circle).
A post about some of the game design philosophy for my upcoming game, Bombernauts, and ways to think about how to limit things in game design.
I decided to learn Unity this year and make some games in it, after hearing so much about it, and I figure I'd share my thoughts on it for anyone interested.
Tyler Glaiel's Comments
[Blog - 01/20/2016 - 01:14]
As the writer of the ...
As the writer of the article you were giving a response to, I think you kind of missed my point about reviews. r n r nGamifying reviews would specifically result in MORE reviews, not better quality reviews. This was the point. I want the score to better reflect what most ...
[Blog - 09/15/2015 - 02:50]
[Blog - 08/15/2013 - 06:43]
[Blog - 10/07/2012 - 08:15]
You can seed multiple targets ...
You can seed multiple targets into the initial pathfinding queue, they 'll find the closest one. You can vary their initial weights too to give stuff priority. Its not the same as seeking out specific targers, but I 'd rather focus on what CAN I do with this pathfinding stuff, ...
[News - 02/10/2012 - 07:58]
Congrats to the rest of ...
Congrats to the rest of the finalists and winners too this was a great competition with some great games in it.
[News - 01/19/2012 - 07:04]