Archives
- September 2018
- September 2017
- August 2017
- February 2017
- June 2016
- April 2016
- March 2016
- August 2015
- June 2015
- March 2015
- October 2014
- September 2014
- July 2014
- June 2014
- March 2014
- February 2014
- January 2014
- December 2013
- November 2013
- August 2013
- July 2013
- June 2013
- April 2013
- March 2013
- February 2013
- January 2013
- September 2012
- July 2012
- June 2012
- May 2012
Categories
Meta
-
Privacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.
To find out more, including how to control cookies, see here: Cookie Policy
Monthly Archives: January 2013
A: How the hell do you keep players from getting stuck in a level?
I can answer this question by asking another one: How is it possible to screw up a puzzle in the game? Well, there are several ways to mess up. Given all the mechanics, players usually start to abuse them to… Continue reading the rest of this article →
Watcha doing, mate? – Ask Klonk Anything
“So what is it you do, exactly?” is the most frequent asked question when talking about your work. Also, this is a question raised by our team members asking other klonk-folks. Artists are curious about what the code-department does and… Continue reading the rest of this article →
Mercury Shift 2D – SVN Render
We used a super nifty tool to visualize our progress from the prototype of Mercury Shift 2D in Flash (Gource). It shows our progress and what a relentless coder our very own lead programmer is. You can still play the… Continue reading the rest of this article →
Coins
When designing a game for the first time, you tend to take many things for granted, especially the little things that seem so obvious and logical that you probably never really put a lot of thought in them. Being a… Continue reading the rest of this article →