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Eelke_TT3 karma
The choice for Squirrel was because of performance, syntax and debug tools. This was done for a project (Ice Age) before Toki Tori 2 and we've build up quite a bit of tech for it. We didn't think we needed to switch for TT2. If I had to decided on a new script language I might look into C# with mono instead of use Squirrel again. Though I'll need to do some research first.
Eelke_TT4 karma
Making the game is a lot harder than coming up with a concept. It's all about the execution. Everyone has ideas for a great game. Once you implement those ideas you can start to test them. Usually you'll find that it works differently than you though so you'll have to tweak it a bit. This is an iterative process were you might try a couple of different things before you find the one that works best.
The development process is different for each game. If we focus on something it's usually a specific feature within the game which combines all those elements (gameplay, graphics, sound, etc.).
For example, in Toki Tori 2+ we have dynamic fluids. We started with a simple prototype to see if it will fit the gameplay and how the rules should work. After that we added it into the game with simple graphics and no sound. Once that was done and we could create levels/puzzle with it did we looked into getting the graphics and sound in there.
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