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Going Solo
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Devlog
Devlog #3
October 14, 2025
by
NimueS
Art Direction and Implementation 2D vs 3D backgrounds At the start of development, I faced a key decision: should the game world be rendered in 3D or 2D? Both had pros and cons: 3D: I have more experi...
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Design Diary: Character Movement #5
October 14, 2025
by
NimueS
Designing a 2D Platformer Character Controller Vertical movement dramatically changes how players interact with the world. While walking, jumping, and dashing establish horizontal exploration, climbab...
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Design Diary: Character Movement #4
October 14, 2025
by
NimueS
Designing a 2D Platformer Character Controller Dashing is a mechanic that I was on the fence over including or not. Originally I wanted the game to feel heavy and have a real sense of weight about it...
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Design Diary: Character Movement #3
October 14, 2025
by
NimueS
Designing a 2D Platformer Character Controller A key feature of almost any 2D platformer game is the ability to jump. Jumping can take many forms and can really define the feel of a game. From ultra r...
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Design Diary: Character Movement #2
October 14, 2025
by
NimueS
Designing a 2D Platformer Character Controller Walking forms the foundation of the player controller. Every jump, dash, or climb builds on top of this core movement, so getting horizontal motion right...
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Design Diary: Character Movement #1
October 14, 2025
by
NimueS
Designing a 2D Platformer Character Controller From the outset, the goal of the player controller was to feel grounded and tactile. The game is designed around exploration and light platforming, so ev...
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Devlog #1
October 14, 2025
by
NimueS
Hi, I’m Nim, a game design student and aspiring solo developer. Going Solo is my trimester-long experiment in creative independence: can I take a small idea and see it through to a complete, publish...
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Devlog #2
October 14, 2025
by
NimueS
Level Design Level design is probably my favourite part of video game design. Taking a player character and environmental hazards and shaping them into a world that feels alive, interesting and challe...
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Design Diary: Tile-Based Inventory System #5
October 14, 2025
by
NimueS
Building a Dynamic Tile-Based Inventory System The final part of the tile-based inventory System was creating an inspection panel. This would allow the player to interact more meaningfully with the it...
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Design Diary: Tile-Based Inventory System #4
October 14, 2025
by
NimueS
Building a Dynamic Tile-Based Inventory System Continuing on our jounrey of a tile based inventory system was the need for rotation mechanics. This was something that appeared daunting at first but wa...
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Design Diary: Tile-Based Inventory System #3
October 14, 2025
by
NimueS
Building a Dynamic Tile-Based Inventory System A core goal of this inventory system was to make interacting with items feel tactile and intuitive, while also ensuring the system could handle complex s...
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Design Diary: Tile-Based Inventory System #2
October 14, 2025
by
NimueS
Building a Dynamic Tile-Based Inventory System Once the design parameters and basic functionality was defined I started to create a basic outline of how the system should work. Core Structure: Grids,...
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Design Diary: Tile-Based Inventory System #1
October 14, 2025
by
NimueS
Building a Dynamic Tile-Based Inventory System Originally when creating this system I had some basic goals and parameters, as I kept developing the game and came across new use cases and design ideas...
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And So It Begins...
October 14, 2025
by
NimueS
Hi, I’m Nim and this is Going Solo! I'm a game design student and aspiring solo developer. Going Solo began as more than just a class project; it’s a test of discipline, endurance, and creative in...
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