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Richard Hinckley

Design

NARRATIVE: WORDLESS CUTSCENES, THE UKIYO-E WAY

Elias here to talk about a really cool thing we’ve implemented for Demon Crush, Ukiyo-e Cutscenes! If you read one of our earlier blog posts about Speaking Without Speaking, you’ll know that during the earliest phases of our game design process, we decided to tell the game’s story without words. Read more…

By Richard Hinckley, 9 monthsAugust 24, 2024 ago
Engineering

ENGINEERING: HOW PLAYER INPUT GENERATES A GAME INTENSITY RESPONSE

Hi, Demon Crush fans! Elias here to drop another engineering blog post (previously, I wrote about How a Calculator Enables Gameplay). Today, I’ll write about how I compute game intensity to enhance Demon Crush’s game feel.  Game feel is difficult to define, and even more difficult to compute.  Why?  Because Read more…

By Richard Hinckley, 9 monthsAugust 24, 2024 ago
Audio

AUDIO: CHAIN AND SICKLE (KUSARIGAMA) SOUND EFFECTS

Hey all! Chris Sabin chiming in here to talk about sound design for Demon Crush. Let me tell you a little bit about the design behind one of Kenzo’s iconic weapons, the kusarigama. This chain and sickle is both an offensive tool and a central part of Kenzo’s mobility. It Read more…

By Richard Hinckley, 2 yearsMarch 8, 2023 ago
Engineering

ENGINEERING: HOW A CALCULATOR ENABLES GAMEPLAY

When my teammates asked me to implement a math system, they asked me if it’d be possible for a designer to write out an expression like 2*(3+4) or -2+3*(4-5) or (2+3)-(3-5) – really, all they wanted was any arbitrary human-readable mathematical expressions to yield a final output. And when they Read more…

By Richard Hinckley, 2 yearsFebruary 12, 2023 ago
Design

LEVEL DESIGN: STRUCTURE AND FLOW

Howdy howdy, everyone! This is Edgar, here to drop some crisp, refreshing details about the level design for Demon Crush. In this article, I’ll take you through the history of the level design,  what key systems have contributed to refining it, and what our iteration process looks like so far. Read more…

By Richard Hinckley, 2 yearsJanuary 16, 2023 ago
Storytelling without words
Design

NARRATIVE: SPEAKING WITHOUT SPEAKING

One of the great things about indie game development is the freedom to experiment, or to revive and build on stylistic choices that are well-loved but don’t fit in with modern big-budget titles. When we designed Demon Crush, we came up with a few ideals that we wanted to strive Read more…

By Richard Hinckley, 2 yearsNovember 18, 2022 ago
Design

LEVEL DESIGN: KEYS

LEVEL DESIGN: KEYS Keys are a really interesting part of non-linear level design, and a great tool for helping players understand the world around them. This post will focus on the basic attributes that keys possess, and then go through a quick example of how these concepts work together in Read more…

By Richard Hinckley, 3 yearsNovember 6, 2022 ago
Combat

COMBAT DESIGN: BUFFERING AND CANCELING

When we talk about melee combat in video games, we usually describe the cool-looking moves you can do, or the weapons you use, or maybe what super powers the characters can unleash. But the unsung hero to any melee combat system is buffering and canceling. This is how the game Read more…

By Richard Hinckley, 3 yearsSeptember 5, 2022 ago
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