Tight deadlines, constraints on marketing and monetization, and real world issues. This article details the design decisions on Nightmare: Malaria, a physics platformer built to raise awareness for the Against Malaria Foundation.
The key to a good sequel is trying not to erase or even compete with what has come before. A sequel ought to complement its predecessor, not improve upon it.
A few friends and I often have conversations about nonsense. Yesterday's talk was extra special though. We discussed obscure superpowers and somehow that led to an unrelated idea for my next game. I learned that starting off topic can get you on track.
Getting triangles to crash into each other was a bit trickier than I thought. In the end, simple boxes worked best but there was still the problem of objects colliding while facing certain directions. Here's how I used Unity for sprite collision.
I'm an indie developer making games while still in college. I launched my website 16 weeks ago to document how I do things so someone else can learn from my mistakes and triumphs. This is how I'm doing so far.
While much has been written about the topic of visually induced motion sickness in the context of virtual environments, this post will be focusing specifically on the possible effects 2D UI elements have on VIMS when using virtual reality headsets.