Archive for January, 2010


Posted in Uncategorized on January 31, 2010 by mindwavegames

One thing fixed, and another thing breaks. Very true to life. And true to Cell. After 2 weeks of backtracking, I find myself finally caught up on every error and mishap that has been thrown my way. I’m not discouraged, but I am a bit tired. Scrambling never gets anything done; it only manages to make it weaker. I found that out as well.

So after a long session of applying myself, I’m finally back on track.

I have more graphics built through Anim8tor, and a working inventory is in place. Again, accounting for every possible combination. Not so much of a problem now as it will be say, two weeks from now.


The Game Plan

Posted in Uncategorized on January 10, 2010 by mindwavegames

I spent much of the later parts of December re-imagining where I want to go with my next project.

It turned out to be a very worthwhile time just to think things over and consider all the improvements I can make from my first project. I feel much more comfortable with what I want to do now, and that really helps in the long run. Going into a project you’re not 100% excited about makes it 100% likely to be dropped halfway through production. I learned that from my Visual Basic experiments.

I’ve played room-escape game after room-escape game after room-escape game and have been searching desperately for that key formula to create some really ingenious puzzles. I got so frustrated trying to create things that give players that glorious “Ah-ha!” moment I get when I play the classic flash room-escape games. I almost went to someone just to make puzzles. Then I wondered how that would really go down. “Wanted: Puzzler-type person.”

There’s also the fact that the puzzles and design are so closely tied together, having the puzzle writer completely in sync with the artist would be frustrating in itself.

So I started tackling puzzles, mechanics, and gizmos while at work.

Blueprints (

I want to touch on a very important flaw I thought my first project had. Instead of being fed information by intros and cutscenes, I’m going to let the game do the talking (so to speak). All the great games I sampled over the holidays had this impressive and engaging sense of discovery. Plot would be melded into the game so flawlessly by items and things the player sees for themselves. The purest sense of “first-person”.

A couple more tricks, and I’m ready to pump out some art for the game. The puzzles are bizarre and logical at the same time, pretty surreal. I’m excited to give this my all.