David D'Angelo's Blog
A dandy programmer for Yacht Club Games working on our first public release, Shovel Knight!
Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!
Designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion.
Digging into the design process around the weapon unlock system in Shovel Knight.
A discussion of all the statistics we could find at Yacht Club Games related to the first month of Shovel Knight's release!
An exploration of Shovel Knight's sales over its first month of release in the US on Wii U/3DS and internationally on Steam (only in English).
The process of designing Shovel Knight to fit a retro NES aesthetic while maintaining modern design philosophies: here are a few technical rules of the NES we broke and why we did it!
David D'Angelo's Comments
[Blog - 08/31/2015 - 02:48]
Sometimes yes and sometimes no. ...
Sometimes yes and sometimes no. It depends on the gameplay we 're trying to achieve For your example, we do wait for the player to finish firing a bomb but we do buffer jump input during that time so the player can easily jump afterwards . We do this in ...
[Blog - 10/03/2014 - 08:29]
Haha yeah we talked about ...
Haha yeah we talked about flipping the formula for one stage but we ran out of time. Always fun to do surprises like that :D
[Blog - 08/07/2014 - 04:03]
We banked solely on youtube, ...
We banked solely on youtube, journalism , twitter, facebook, and twitch to get the word out too We couldn 't afford to spend a dime on marketing other than going to conventions . Good luck to you
[Blog - 08/05/2014 - 06:20]
I 'd like to expand ...
I 'd like to expand on it more at some point once we have a clearer picture. Basically, we 're still doing basic napkin math over here too trying to figure out what we 'll lose to taxes, etc. Hopefully the game will continue to do well and we won ...