Orbital Burrow Post-Mortem

Games, Orbital Burrow

We were a smaller team this time: two programmers, one artist and myself in the same room, while another artist was about 1 thousand Kilometers in a straight line from us, and we could only talk to our musician through email. We couldn’t afford to be too ambitious so… no pressure.

It’s been a while since I did any game design from the ground up. With the exception of two months doing freelance work at the start of this year, I’ve been unemployed for more than a year now and I felt a bit rusty. My focus lately has been shifting from completing older design docs, to learning Game Maker Studio, and then deciding that I should read up more on logical thinking for programming, and at the same time spruce up my memory on an easy to learn language that I was still familiar with, Processing.

This led into choosing Game Maker Studio as our framework, besides the other three local team members having some experience with it, during any design downtime I could jump into the sprite or level editor and help them out. Hell, I could even help search for solutions if we’d get stumped by some of the different ways GMS does things, I can say I’m way too experienced in that.