Darklands And The Black Arts Of Text

Category : Game Design, Games · by Feb 16th, 2017
Darklands And The Black Arts Of Text

I’ve recently fallen into playing a bit of Darklands, as I do every few years. It’s an ancient game and…

Starsector: The Ion Pulser & Development Process

Category : Art Direction, Game Design · by Jan 16th, 2016

Post originally written for the Fractal Softworks blog about the development of Starsector.


 

Or, if you like, “A Charged Subject”.

Or “David gets Alex to basically write half the blog post by abusing quotes”.

Right, so let’s take a peek into the process of back and forth commentary and iteration Alex and I  go through when adding a new weapon to Starsector. I think this may give some insight into how this game gets made and how working on one small piece of it rolls odds and ends off into other areas of development.

Our story begins with a simple request for a new weapon asset.

Just spray & pray.

Just spray & pray.

Duskers: four drones and a command line from hard vacuum

Category : Games · by Aug 22nd, 2015

Everyone, everyone, else in the galaxy seems to be dead. You’ve got only your ship and a few remotely operated drones. You must use them to explore dangerous derelict ships and stations, looting scraps to survive. And if you survive, maybe find out what happened, and maybe find someone else who survived.

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