Smoothness. If there was one aspect of Osmos that we were psychotically obsessed with during development, it was smoothness. Just like driving on freshly laid asphalt, skating on a rink just after the Zamboni has gone by, skiing through light untracked powder, gliding down a trail on a mountain bike with 10 [...]
Posts under ‘Game Design’
Porting Osmos to Linux: A Post-Mortem (part 2/3)
Welcome to the second installment of our three-part Linux post-mortem. Part 1 lay the foundations for the article and where we’re coming from. Today’s post directly addresses the question “What worked and what didn’t?” with a set of ‘pros and cons’ that cropped up during the port. The final post will offer a [...]
Porting Osmos to Linux: A Post-Mortem (part 1/3)
A couple of weeks ago, we announced the release of Osmos on Linux. Even before I had finished the port, we had been invited by a few members of the Linux community to do a post-mortem on our experiences. We were asked, “What would have made the port easier?” It [...]
GDC Talk “Minimalist Game Design: Growing Osmos”
Another GDC has come and gone. (sigh.) I could go on about it, and how great it was to see friends new and old, but that’s what Facebook is for. So without further ado, here are the slides from our Independent Game Summit talk on minimalist game design and Osmos.
For those of you with [...]
Thanks… and Interviews
Well, it’s been just over a month since we released Osmos, and what a ride it’s been so far! We just want to take a moment to thank everyone who’s gotten (and hopefully enjoyed!) the game, and in particular those who have helped spread the word — by mouth, email and blogs. We really appreciate [...]
