sss 167

Note This article is old and has nearly nothing to do with the game anymore. Just explorimentation

Lately I've been working on the aesthetics of the pulse system. It's impossible to separate the way it looks from how it works. I want the game world to 'just make sense' without the need for explanation.

I'm already well ahead of what you see above. From here I am pursuing a more usable world-builder mode to make experimenting with puzzles quicker. After that making more components that interact with the pulse system (eg. movers, doors, things that blow up) is of highest priority.

Brandon Catcho

Senior Software Engineer at TechSmith Corporation. I write/record music and explore game development on the side. All views expressed here are my own.

Lansing Michigan