Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 8, 2021
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


David D'Angelo's Blog   Expert Blogs


A dandy programmer for Yacht Club Games working on our first public release, Shovel Knight!


Expert Blogs

Put on your diving helmets, deckhands! It’s time for the final entry in our Joustus deep dive. In this lesson, we’ll describe the vast metagame that we needed to develop while integrating Joustus in King of Cards.

When we last left off, we had created a self-contained card game on paper! In this part, we'll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game.

What’s up, design devotees? With King of Cards’ one-year anniversary right around the corner, we thought it would be festive to finally tell the tale of how Joustus came to be!

If you've ever looked into the world of game development, you've probably heard that making games is really tough! Today, we'd like to discuss some of the development tools and tricks that speed our games from concept to reality.

A deep dive into King Knight's health mechanics in Shovel Knight: King of Cards.

A deep dive on why and how we designed a new feature in Shovel Knight: King of Cards- secret exits in levels!

David D'Angelo's Comments

Comment In: [Blog - 07/31/2017 - 08:29]

Wow thanks so much Glad ...

Wow thanks so much Glad you enjoyed it The tear was a big debate at YCG, but it was definitely the right decision. It worked out so well we even considered a different kind of tear if you would 'pass-through ' the enemy/object vs bounce off.

Comment In: [Blog - 08/04/2016 - 06:35]

Yep Localization in the era ...

Yep Localization in the era often pulled in required changes due to technology I think I made those points clear in the article but let me know if you think something was misleading r n r nI 've heard the thing about kanji-less games being for kids. But I would ...

Comment In: [Blog - 04/14/2016 - 11:14]

Yeah, we were actually thinking ...

Yeah, we were actually thinking about putting together a post about how some of the details behind our build process. Stay tuned

Comment In: [Blog - 08/31/2015 - 02:48]

Sometimes yes and sometimes no. ...

Sometimes yes and sometimes no. It depends on the gameplay we 're trying to achieve For your example, we do wait for the player to finish firing a bomb but we do buffer jump input during that time so the player can easily jump afterwards . We do this in ...

Comment In: [Blog - 10/03/2014 - 08:29]

Yeah, I agree the 'return ...

Yeah, I agree the 'return you to the town ' solution would be awkward. But I was just trying to point out something obvious not necessarily good that could address a problem like that. r n r nI think a lot of people missed the fact that the relics returned ...

Comment In: [Blog - 08/07/2014 - 04:03]

We banked solely on youtube, ...

We banked solely on youtube, journalism , twitter, facebook, and twitch to get the word out too We couldn 't afford to spend a dime on marketing other than going to conventions . Good luck to you