Browsing the archives for the multiplayer tag

The Many Iterations of Chasing Aurora’s Single player Mode

In which we explain the single player game mode and how it came to us.

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Posted on November 13, 2012
Filed under Chasing Aurora, development, game design
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Chasing Aurora: Introducing Trail Challenge

In which we introduce you to the Trail Challenge!

2 Comments
Posted on November 10, 2012
Filed under Chasing Aurora
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Chasing Aurora: Introducing Hide & Seek

In which we introduce you to Hide & Seek!

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Posted on November 8, 2012
Filed under Chasing Aurora
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Friday Flashback #29: Subtractions and Additions

In which we talk about basic math, new selections, new characters and new game modes. Also – vacation.

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Posted on August 17, 2012
Filed under Weekly Update
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Friday Flashback #26: Going OnLive

In which we talk about force grids, multiplayer levels, OnLive launches and our Canadian indie visitors!

6 Comments
Posted on July 20, 2012
Filed under Weekly Update
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Friday Flashback #21: Of Sparrows and Vultures

In which we talk about more user tests, feeling like a fish in water, chasing waterfalls, adding music and announcing announcement.

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Posted on June 1, 2012
Filed under Weekly Update
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Friday Flashback #18: Beer and Ducks

In which we talk about daughters, tutorials, UIs, testing, beer and the successful implementation of a duck.

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Posted on May 11, 2012
Filed under Chasing Aurora, Weekly Update
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Friday Flashback #16: Quantum Leaps

In which we talk about new modes, new levels, new maps, new critters, better menus, better wind and a detailed major plan of everything. And our secret platform.

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Posted on April 13, 2012
Filed under Chasing Aurora, development, game design, Weekly Update
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Friday Flashback #15: Busy Bees

In which we compare ourselves to bees and talk about wind behavior and aesthetics, a new multi-player mode and upcoming user tests, improved physics and menus.

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Posted on April 6, 2012
Filed under Chasing Aurora, development, Weekly Update
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Friday Flashback #14: Here comes the sun

In which we add even more animals, even more rough weather, re-invent children’s games and modernize rendering systems, while let our intern in on a few secrets.

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Posted on March 30, 2012
Filed under Chasing Aurora, development, Weekly Update
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