Tag Archives: design

Clay Arcade

Have a look at the graphics for one of the minigames… running on a clay arcade cabinet! Well, sort of – this is just a mock-up for now. Because the hands are seen in greater detail than they are in the rest of the game I had to experiment to find the best way of [...]

Cletus Dojo

Recently I’ve been playing with ideas for a tutorial area. I always had a rough idea of how this would go, but as usual it comes out a little bit different once you actually sit down and try to work through all the details. The idea is that Cletus has a barn decked out with [...]

Doing Nothing

After turning out hundreds of animation frames of the aliens performing all kinds of actions, this week I spent some time working on things for them to do while doing nothing. Because at the moment, when they do nothing, they really do nothing. They just stand there, and maybe blink a bit. I hadn’t really [...]

Getting Level 1 NOT wrong

This week Anthony has mostly been going over the level design for the first level. He’s been deciding where to place any pesky traps, where you will be able to pick up Cletus’ weapons and figuring out which enemies are going to blow you to bits. As Anthony has pointed out, because this is the [...]

Deadly Shrubbery

Nice shrubbery……………………………………………………..Melt your face off shrubbery Recently Pete has been working on some deadly shrubbery for one of the Cletus levels. When asked to describe how exactly the player interacts with this particularly heinous shrub he said: ‘Oh look, a lovely and completely innocent looking bush. No wait it’s trying to kill me!’ Death by [...]