Teaching Game Design

A few months ago, I gave a talk about Game Design at the DevGAMM conference in Kiev.

In it, I talk about Dan Cook's Skill Atoms and how they can be applied to make fun level design, using examples from various well-known games. It's based on a couple of my lectures at the 'Hogeschool van Amsterdam', where I teach game design. I'm pretty happy with the content of this talk and got a lot of positive reactions on it afterwards, so if you're interested, here it is:

If you want to learn more about Skill Atoms, I highly recommend checking out Dan Cook's blog, over at lostgarden.com

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2013 Wrap-Up

Well, a lot has happened since our last post here :)

We've been pretty busy with the development and support of SpeedRunners, which left us with little time to post any updates here. We're very active on the Steam forum and on Twitter though, so if you want to keep up to date on any and all SpeedRunners-related news, we suggest you head over to the Steam forum or follow us on twitter. In 2014, this blog will focus more on general DoubleDutch updates.

2013 has been a great year for us, but before I start reminiscing, I want to give a quick update on SpeedRunners' development and talk about all the things that have been happening in the past few months.

First of all, we've pushed a couple of new updates to SpeedRunners. We're currently at version r20, and many more updates are still to be expected. The updates so far include (amongst many other things) a much-debated fix for the boost-jumping exploit, many important bugfixes, the addition of a new weapon (shockwave), a couple of new maps and the re-addition of the single player mode. For a full list of changes, see the SpeedRunners Forum ...

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Update r13 - a new map & a tutorial

We just published another update that adds a new map and a tutorial. Check the Steam Forums for the full changelist.

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"What if.. you run at super-speed?"

This Thursday (the 26th) we're hosting the third weekly "What if.." event, titled SUPER SpeedRunners, which asks the question 'What if.. you run at super-speed?"

What we're doing, basically, is turning all the variables into overdrive. This makes everyone run crazy fast and makes the game super crazy weird and a lot of fun. So make sure to play the game on Thursday, as this modifier will only be available for 24 hours!

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Update r12 - 2 new maps

Production is really ramping up these days, as we've just published another update! This one includes two new maps (plaza and powerplant).

Check it out and let us know what you think of them!

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Update r11 - Bots & Friend Invites

We just published a new build of the game that has two major new features that people have been asking for a lot.

The first is the re-introduction of Friend Invites. We had this feature disabled up until now because it wasn't working properly. Gert-Jan has been working hard on it though and it's finally ready. So you can now get private games going more easily by inviting friends.

Secondly, we've been hearing a lot of players mentioning the lack of a singleplayer mode. Initially, we were thinking about implementing a practice mode where you could do time trials in the multiplayer levels. However, that doesn't sound like a lot of fun, so what we did instead was WE ADDED BOTS!

So yeah, if you click on Custom Game in the multiplayer menu, you'll see these two new features (and a third one, but I'll let you find that one yourselves). You can add bots to any multiplayer game, it doesn't matter if it's a local and/or an online match, but you can only do it through the custom game menu.

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"What if.. it started Raining Rockets?"

This Thursday (the 19th) we're hosting the second weekly "What if.." event, titled SpeedRapture, which asks the question 'What if.. it started Raining Rockets?"

Last weeks "What if.. all items were grappling hooks" was a lot of fun and we're hoping that this week will be even crazier! So make sure to play the game on Thursday, as this modifier will only be available for 24 hours!

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"What if.. all items were grappling hooks?" SpeedHookers!

Yesterday we hosted our first "What if.." event, titled 'What if.. all items were grappling hooks? (SpeedHookers!)'. 

I had a lot of fun myself, playing the game this way. But I'm also curious to hear what everyone else thinks of it! So, if you had a chance to play the game yesterday, head over to the Steam Forums and let us know if you enjoyed it!

In case you missed yesterday's event, no worries; we're doing another "What if.." next Thursday, called IceRunners. So join us then for some slippery fun! 

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Updates, updates, updates..

Hi all,

the last two weeks we're kind of crazy, as we RELEASED SPEEDRUNNERS ON STEAM last Monday. We also somehow got it into our heads that it would be a good idea to fly across the globe and go to PAX for a week only two days after that. Indie lifestyle, right?

Anyway, at the same time we've been working hard on improving the game and have already pushed a couple of updates. You can read about that over on the Steam Forums: http://steamcommunity.com/app/207140/discussions/

Of course, we've also got a couple of interesting updates coming up, which I'd like to tell you about right now.

First of all, the next update will include some relatively minor, but still important bug- and gameplay fixes, like an improved camera system. Secondly, we're going to start with "What if.." Thursdays. From next Thursday on, every Thursday will see a modifier being active for 24 hours.

The first "What if.." will be "What if.. all items were grappling hooks? (SpeedHookers!)", after which we'll see other modifiers, such as 'IceRunners', 'SpeedRapture' and many more! We've got a couple of them designed already ...

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Release on Steam Early Access this Monday!!

Hi all, Casper here with a really short post. It's short because we're super-busy at the moment in preparation for coming monday, as we'll be releasing the game that day on Early Access!!

Woohoo!!

So, the long wait is finally over, you can start playing the game then (if you haven't played it yet during the Beta). It'll be available for $10 during Early Access, as opposed to $15 when it's fully released. Check out tinyBuild's site for more details, gotta go!

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