Syzygy » Blog

Riccardo Caprari
7 months, 1 week ago
welcome to the last in a series of articles where I discuss technical issues I had to overcome while working on the visuals of my game Syzygy. In this last part, we will tackle various miscellaneous topics that where left out in previous instances: every one of them is structured like a standalone chapter, so feel free to read only the ones you are interested in. Let's start with how the game background works.


The main constraints envisioned for the backgrounds were the following:
  1. to be filled by procedural patterns defined as functions that take the position of ...
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Riccardo Caprari
8 months, 3 weeks ago
welcome to the second in a series of articles where I talk about some noteworthy technical problems I encountered during the development of my video game Syzygy. In this part, we are going to address how sprites are rendered and some interesting consequences that arise from the method used.

Remember that our initial goal was to have every element in the game reflect the change in shape and we put quite some effort into animating the game map. A really simple idea comes to mind: maps are made by square tiles and sprites are made by square pixels; therefore, ... Read More →

Riccardo Caprari
9 months, 3 weeks ago
this is the first in a series of articles where I will cover some technical problems and solutions that occurred to me during the development of my game Syzygy. The fact that these problems presented themselves in the first place depends on a long and articulated series of game design decision that will be taken for granted and will not be discussed in these posts.

But first of all, we must at least clarify what the game is about. Syzygy is a puzzle game centered around the possibility of changing the connectivity of a grid-based map from squares to ... Read More →