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Creating a prototype card game design tool

Introduction

Last year Codeglue collaborated with the University of Amsterdam and ForceLabs to help develop a tool that optimizes the workflow of creating card games. Codeglue’s role was to be a workfield case study, as we used card games during … Read More

Optimizing Human: Fall Flat for mobile devices

Human: Fall Flat is a physics based puzzle platformer published by 505 Games where you run, jump, lift, climb and fall your way through a ton of fun levels. We at Codeglue were tasked to bring this game to more … Read More

Designing touch controls for Human: Fall Flat

For over a year we have been working for 505 Games on the mobile adaptations of Human: Fall Flat. Our main job on this project was and is to ensure that everything from menus to game play felt as good … Read More

We have updated our privacy policy

At Codeglue, we value your privacy. So we’re letting you know about some changes we’re making to our Privacy Notice(s). They come into effect on 25th of May, 2018. These changes reflect the new rules set by the European Union’s … Read More

The 4 pillars of Antegods Design philosophy

In this Antegods development update our Designer Wytze talks us through the process of creating game pillars which are used frequently and aid with deciding on new functionality or making changes to the game.

You can check out the results … Read More

Codestyle & Methodology

This Antegods development update, written by our programming lead Niels, is a reply to the very informative posts by Joost at Ronimo and talks us through the philosophy about writing code for Antegods and some of the rules that apply … Read More

Bringing our natives into our Stonepunk game!

In this Antegods development update, also posted on Imgur, our Artist in residence Tom talks us through his process of taking one of the Antegods characters from the page of a Comic and bringing him to life in a walking, talking … Read More

Setting up the database architecture for our multiplayer game

Until now, Antegods did not provide the functionality for persistent player data. As with most online multiplayer games there is some form of persistent data management. Supporting persistent data opens up various possibilities, such as:

  • Player statistics
  • Purchases and unlocks
  • Inventory
  • Account details
  • Achievements
  • Events
  • Trophies
  • Clans & Tournaments

Read More

Redesigning weapons through playtesting

We have been very quiet lately but don’t worry, we’re still working hard to bring the Stonepunk world of Antegods to life. The last few months have presented some tough challenges with the game. 

Our lead designer Wytze took some … Read More

So long and thanks for all the Figs!

Our fundraising campaign for Antegods is over, and unfortunately our funding goal was not reached. But fear not, this doesn’t mark the end of the Stonepunk adventure. What kind of competitors would we be if we didn’t come back to … Read More