7 Key Principles of Game Development (part 2)
Wow, it’s been a little busy at Nnooo HQ in the last couple of weeks, what with the release of escapeVektor: Chapter 1. Because we’ve been keen to share the initial reviews of the game with you, we haven’t had time to show you the second part of this MMGN article. Until now that is! If you haven’t read Part 1, you should take a look at that first though.
Making escapeVektor Chapter 1: 7 Key Principles of Game Development
We recently completed our second WiiWare™ title, escapeVektor™: Chapter 1 which is released in Australia, NZ, The Americas and Europe on September 29th for 500 Nintendo Points.
If you’ve read our 3 features on escapeVektor: Chapter 1 over the last few weeks, you’ll hopefully know all about the game by now. We thought we would finish off by sharing what we believe are some key principles of game development, and show where we applied them to escapeVektor: Chapter 1.
This is part two of this article, if you missed it you can view part one by clicking here.
Click here to see the rest of this article
Tags: development, escapevektor, features, game, gameplay, nintendo, nnooo, principles, prototype, replay, wiiware