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Whatcha’ Makin’? We Talk Tracer: a Neon, Heart Pounding, Endless Arcade Racer!

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Content provided by Flyover Indies Podcast. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Flyover Indies Podcast or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

In this very special episode of the Flyover Indies Podcast, we chat with Flyover Indies co-founder Charlotte Trible about her game Tracer, a neon, heart pounding, endless arcade racer!

This is the first in what we hope will be a series of episodes in which we ask Kansas City area game developers Whatcha’ Makin’?

Stick around through the end to hear the latest round of the on-going trivia game in which the host, Caleb, competes against the co-host for world trivia domination. The score is currently: Players 2, Caleb 1. Will Caleb get his second point? Or will the co-host expand the lead?

Play Tracer here: https://espiongames.itch.io/tracer

Watch The Making of Outer Wilds - Documentary (Noclip) timestamped to the relevant discussion regarding floating point errors: https://youtu.be/LbY0mBXKKT0?t=1906

Read the Tracer dev log here: https://espiongames.itch.io/tracer/devlog including the “How to Win at Tracer” guide that we discussed briefly in the episode.

The games we mentioned are:

The game-making lessons we mentioned are:

  • Don’t waste the player’s time. A novel input system cannot survive on novelty alone; it MUST serve good gameplay. Otherwise, the forced input falls from delightful to frustration (Professor Layton and the Miracle Mask)
  • Movement in a platformer MUST feel great above all else. If a game has secrets to find via exploration, that exploration had better not suck. (Sackboy: a Big Adventure)
  • Visuals afford function. Therefore, nothing is ever only cosmetic. If a character looks tall and fat, the player expects the movement to be slow. If a character is short and thin, the player expects the movement to be quick and nimble (Sackboy: a Big Adventure)
  • Is there a formula for determining the proper melee attack range for a character based on character speed and height? There should be. (Sackboy: a Big Adventure)

The mentioners of the aforementioned mentionables are:

If you have any comments to make on this or any Flyover Indies Podcast episode, feel free to Tweet us @Flyoverindies or email us at contact@flyoverindies.party. We might just read your tweets or emails in a future episode.

Play some of our games here: https://itch.io/games/tag-flyover-indies

Credits

Intro and outro music by Nash (https://www.nashhigh.com)

Subscribe to the Flyover Indies Podcast on Apple Podcasts, Google Podcasts, Stitcher, and many others. Links available here: https://anchor.fm/flyover-indies

  continue reading

8 episodes

Artwork
iconShare
 
Manage episode 317690271 series 3288761
Content provided by Flyover Indies Podcast. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Flyover Indies Podcast or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

In this very special episode of the Flyover Indies Podcast, we chat with Flyover Indies co-founder Charlotte Trible about her game Tracer, a neon, heart pounding, endless arcade racer!

This is the first in what we hope will be a series of episodes in which we ask Kansas City area game developers Whatcha’ Makin’?

Stick around through the end to hear the latest round of the on-going trivia game in which the host, Caleb, competes against the co-host for world trivia domination. The score is currently: Players 2, Caleb 1. Will Caleb get his second point? Or will the co-host expand the lead?

Play Tracer here: https://espiongames.itch.io/tracer

Watch The Making of Outer Wilds - Documentary (Noclip) timestamped to the relevant discussion regarding floating point errors: https://youtu.be/LbY0mBXKKT0?t=1906

Read the Tracer dev log here: https://espiongames.itch.io/tracer/devlog including the “How to Win at Tracer” guide that we discussed briefly in the episode.

The games we mentioned are:

The game-making lessons we mentioned are:

  • Don’t waste the player’s time. A novel input system cannot survive on novelty alone; it MUST serve good gameplay. Otherwise, the forced input falls from delightful to frustration (Professor Layton and the Miracle Mask)
  • Movement in a platformer MUST feel great above all else. If a game has secrets to find via exploration, that exploration had better not suck. (Sackboy: a Big Adventure)
  • Visuals afford function. Therefore, nothing is ever only cosmetic. If a character looks tall and fat, the player expects the movement to be slow. If a character is short and thin, the player expects the movement to be quick and nimble (Sackboy: a Big Adventure)
  • Is there a formula for determining the proper melee attack range for a character based on character speed and height? There should be. (Sackboy: a Big Adventure)

The mentioners of the aforementioned mentionables are:

If you have any comments to make on this or any Flyover Indies Podcast episode, feel free to Tweet us @Flyoverindies or email us at contact@flyoverindies.party. We might just read your tweets or emails in a future episode.

Play some of our games here: https://itch.io/games/tag-flyover-indies

Credits

Intro and outro music by Nash (https://www.nashhigh.com)

Subscribe to the Flyover Indies Podcast on Apple Podcasts, Google Podcasts, Stitcher, and many others. Links available here: https://anchor.fm/flyover-indies

  continue reading

8 episodes

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