level design


Possession 2: Updates

These past few weeks have actually been very productive, last week especially. In fact, this past Sunday I actually worked pretty much a full 8-hour workday, which I don’t even know if I’ve ever done before on a personal project. Definitely not since I’ve been keeping track. I’ve completed animated […]


Possesion 2: November-March Update

It’s been almost five months since the last blog post, I guess we’re long past due for another one. Unfortunately, I haven’t gotten nearly enough work done considering the amount of time that’s passed. In truth, missing my one-year deadline kind of bummed me out for a while, and then the holidays came […]


Possession 2: Where things stand

Well, still no progress on the “post every week” front. I started working on Possession 2 in November of last year. I’d hoped to get it out in less than a year, but things aren’t looking like that’s going to happen. Of course, January through April I was working 50+ hours […]


Possession 2: Bosses 1

Boss design in games can be difficult. In the original Possession, bosses were pretty basic. They were creatures slightly stronger than most of the regular creatures on the level. None of them had any special abilities, except for the fact you couldn’t possess them. I made them unpossessable for a few reasons: one, […]


Possession 2 Miscellaneous Devlog 1 2

I’m working two jobs right now, and the past few weeks have been pretty busy for me. I have managed to continue working on Possession 2, just not as much as I’d like. Today’s post isn’t really focusing on any one aspect in particular, just highlighting some of the things […]


Possession 2: New Level Designs and Graphics

Happy New Year! It’s been a while since I’ve posted. Writing devlog posts just kind of fell behind over the holidays, but work has continued. Today I’m going to talk about the levels. Possession 1 had just one level generator. It worked pretty well, and made pretty good-looking caves, but […]