In the Lab: Phalanx 3D

I’d like to say that I have a grand new conception of game design to offer this evening, or at least a fresh insight. Unfortunately, I spent the day figuring out which of several rules for colliding phalanxes was best–not by doing something new and different, but by brainstorming and iterating, as one does. Then I ground out the relevant code: planning the architecture, writing, re-writing when I realized that my design wasn’t going to produce the gameplay I wanted, and finally debugging. No new techniques, just the usual approach.

Sometimes game design is a matter of keeping one’s nose on the grindstone.


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