How I’m Structuring Laser Beast’s Level Progression
Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.
Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.
Programmers need a plan for every system and event before writing code. Here is how I build that plan, and why it works for more than just programming.
Some advanced git commands are useful, but don’t come up often. It’s helpful to know what these features are, what they do, and when to use them.
Save systems, scene navigation, Steamworks integration, and the Bootstrapper all finished in April. Here is where Laser Beast stands heading into May.
A practical reference covering repo setup, branch management, and committing your work. The git commands that handle most of what you need.
Super Meat Boy’s difficulty progression is completely intentional. Here’s what I learned analyzing it, and what I’m bringing into my own game.
Learn how a professional Git workflow applies to a real project. We use Pong as a simple, step-by-step demonstration from empty repo to shipped build.
The laser system in Laser Beast has four types, a shared visual layer, and an event-driven button system. Here is how it all fits together.
A structured Git workflow keeps your project stable, your history readable, and your codebase ready to scale. Here’s the system I use on every project.
How a professional programmer plans game development from the top down. Start with the player, build toward core systems, and know when to stop planning.