Substructures
First, some background: In Darknet, the player will be hacking through “levels”, each of which represents a computer network that you’re...
The Aesthetic of Indifference
Games have to strike a tricky balance. On the one hand, you don’t want a game to be cruel to the player. If a game is too opaque or too...
VR: A Means or an End?
I’m currently making a launch title for the Oculus Rift, which means that I’ve been hanging out a lot with the VR enthusiast community....
Shaping Darknet's World
I added two new features this week, both of which deal with the larger scale of gameplay in Darknet. The first has to do with the shape...
Weekly Update: 5/5/14
In the last week: 1) I wrote a new dev blog post about Darknet's genre. It's a weird mixture, and so I'm soliciting suggestions for what...
Trouble with Genre
“So what kind of game is this?” It’s a pretty simple question. A pretty important one, too, especially when you’ve only got a few seconds...
Weekly Dev Update: 4/28/14
This past week was a quiet one, in the world of Darknet. The news: 1) A new dev blog about the revision of the core hacking mechanics of...
Hacking Revised
One of the first posts on this dev blog was an explanation of the new hacking mechanics in Darknet. This randomly-generated...
Weekly Dev Update: 4/21/14
The last week was spent trying to decelerate from PAX East. Here's the news: 1) A bit more PAX reactions have trickled out over the last...
Design Precepts
[This week's dev blog isn't specifically focused on Darknet. Instead, it's more of an explanation of my game design philosophy. I think...