Contemplating a Name Change and Other Tall Tales from the Fantastic World of Independent Game Development

Not too long ago I went through a period of wondering whether I should change the name of my game. This is usually down to frustration from spelling it out to people and the not-so-technomachobullshit nature of it. I always seem to not bother with it though. It always seem too much bother, if I could agree on a new name to begin with. The main good point of Goldwingu is that it doesn’t mean anything else; I get all those Goooogle result pages for myself, at least for now.

Contemplating a name change pales in comparison with some of the other problems I’ve tackled with lately. One big one has been actually producing interesting and balanced enemies. The way I finally approached that chest nut was good ol’fashioned analysis and breaking the problem down to a smaller parts. I started with coming up with a bunch of two-sided options: smooth vs. accelerating/decelerating movement, predictable vs. unpredictable movement, standard top-down movement vs. mixed movement. From these its easy to pick the easiest options and have an order of various options (i.e. top-down, smooth, predictable movement would be for the easiest enemy).

Add to the list a bunch of options for the bullets and you have a 40 different choices that can be put in an order for difficulty. Trivial options would have been to make difficulty be based on shield strength and number of bullets emitted but thats too easy for an ambitious person like me. Besides I think my chosen options make for much more interesting enemies.

Or does it?!