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InnerSpace 7/4 Screenshot Saturday Update: Entering the Ice Desert

InnerSpace 7/4 Screenshot Saturday Update: Entering the Ice Desert

by Eric | Jul 4, 2015 | Blog, Games, InnerSpace, Progress Update

Ice Desert Over the past few weeks, we’ve started building one of the secondary bubbles. It’s within these separate areas that the demigods of InnerSpace reside, which will present challenges the player will not have encountered before. Here is some early...
Using Attributes in State Machines (C# for Unity3D)

Using Attributes in State Machines (C# for Unity3D)

by Tyler | Jun 26, 2015 | Blog, Games, Programming

Warning: Intense programming ahead Reasoning I recently ran into a problem with my state machines: their behaviors were distributed to multiple classes or multiple “Update” or “Enter” methods.  This is okay when each state has truly unique...
Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

by Eric Grossman | Jun 12, 2015 | Art, Blog, Game Design, InnerSpace, Level Design

We’ve come to the point where InnerSpace is starting to look like something, so naturally it’s time for a little retrospective discussion of our somewhat formative production-level steps in engine. Winding back to January, we had just come to grips with the success of...

InnerSpace 5/22 Screenshot Saturday Update: Birds & Relics

by Eric | May 22, 2015 | Blog, InnerSpace, Progress Update

The InnerSpace Game Jam Last week, we hit a major milestone. In order to reach it on time, we gathered all of our rigs and descended on our accommodating director’s home to run the “InnerSpace Game Jam,” lovingly named after our favorite 48-hour dev...
InnerSpace Progress Update: 5/9 Screenshot Saturday

InnerSpace Progress Update: 5/9 Screenshot Saturday

by Eric | May 8, 2015 | Blog, Games, InnerSpace, Progress Update

We’ve been really, really, really hard at work, and I have to tell you, there’s nothing like that first moment during development that the game starts feeling like, well, a game. There’s a joke among developers that says games are virtually unplayable for about 80% of...
InnerSpace Kickstarter Postmortem

InnerSpace Kickstarter Postmortem

by Eric | May 1, 2015 | Blog, Games, InnerSpace, Marketing, Production

Last week was the 6-month anniversary of the launch of our successful InnerSpace campaign on Kickstarter. What started on that exciting October morning was about 45 days of excitement, stress, distress, and eventually, jubilation. However, it wasn’t just a few weeks...
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