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The Making of Shovel Knight: Specter of Torment, Part 2: Froggy Foreshadowing

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 1 here. In our last chapter, we developed a strategy and scope for creating levels in Specter of Torment. We also assigned objects and mechanics to each level. So, now that we’ve got a foundation of rules and ideas to build on and a rough plan for all the levels, it’s time to actually design the specific rooms…

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