possession 2


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: Navigating Around Dangers 2

This post is a little more technical, but hopefully someone out there will find it useful if they’re wondering how to face a similar issue. Possession 2 features two basic types of creature behavior, dumb and smart (though there are a lot of complications that can go into them to make […]


Possession 2: Some New Creatures

So I apologize for not really having posted anything recently. There’s been some work going on, but a lot of it has been kind of behind the scenes (probably worth a post, might be of interest to other game dev people), and honestly, there hasn’t been THAT much work done, either. […]