Author: Lane Davis

  • Preparing for the Slog

    Preparing for the Slog

    Work on Fingeance started in July 2014. Twice, we’ve scrapped everything and started fresh. We’ve built and built, gone through planning, prototyping, implementation, and sweet, sweet content production. Even with all that behind us, surprises still lie ahead. Today, as we look out on Summer 2015, we see something scary and exhilarating and new. We…

  • Freshmaker: Revisiting Boss Design

    Freshmaker: Revisiting Boss Design

    Escape Industries is a small studio. Three of us, working odd hours around jobs and school, are attempting an ambitious project. For this reason, we spend a lot of time on two things. First, making tools to increase our productivity. Second, using design tricks to cram replayability into every nook and cranny. This article looks…

  • What is Love, part 1

    Last week, I started covering the broad-strokes design goals for Fingeance. One of those goals is to build a MMO-like level of attachment, glory, and drama in the fastest time possible. To get there, we’ll be building in three elements: Stakes – Win big. Lose big. Cohesion – Teamwork is paramount. Everyone pulls together. Attachment…

  • One of These Fins is not Like the Others

    One of These Fins is not Like the Others

    On Monday, March 30th, I knew I had forgotten something. We’d spent the last two days at GlitchCon, and things had been just one pixel away from awesome. Technically, things had gone fine. Socially, well, Minneapolis devs warmed our hearts and chilled our bones (seriously, check out Moribund in that second link). Our game was chugging…

  • Introducing: Fingeance

    Announcement: Fingeance, our very first game, will be shown at GlitchCon! Look for us at our booth in Minnecade on Sunday (Complete Schedule). Hi everybody! My name is Lane Davis. I write code for Fingeance, which means that I spend my afternoons doing the following: Teaching fish to pilot submarines. Teaching dolphins to hatch sinister…

  • Vision. Passion. Revenge.

    You’ve really done it now. You know what happens when people follow up-and-coming game developers, right? First, there’s some novel hook. Something pulls you in to this weird startup world. Maybe it’s the story, the game mechanics, the developers themselves. Something grabs hold, and a concept that did not exist in your mind until a…