We had recently encountered issues with the limits of Crafty.js when working on Dyscrasia and decided to make something smaller. Inspired by the "game in a month" series we decided to sit down and make our own.
Esque had three main goals:
- have a simple control schema that maps in a natural sense
- have a small time span that has events you can learn from but still be surprised by
- have a well constrained scope.
//More to be added later about how and why we chose and met these goals.
//More to add about the development cycle and how constraining our time forced us to cut but also produce what we did.
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