
This week’s Paradroid work has been a reminder that the small things can make the biggest difference. A door that looks open should let you through. A settings menu should…
Read the story ↗: Paradroid 202x: clearer controls, cleaner circuits

A look at the native Swift project, blueprint terminals, droid artwork, and the practical work behind them.
Read the story ↗: Paradroid: a new look inside the ship

A proper front door for the Swift remake: mission instructions, lifetime statistics, credits, and a high scores board, with a compact menu shaped by a few visual experiments.
Read the story ↗: Paradroid 202x: welcome aboard

Apologies for the quote from Aliens (warning link has mature language)! So, over the last few weeks, I have been working on rationalizing the data tables in the game. When…
Read the story ↗: Game Over, Man!

Hello World! In this post, I will be talking about the weapons. No shoot em up is complete without them and Paradroid is no exception. For a game back in…
Read the story ↗: Pew

This is just a quick update to show some of the other screens that I class as console screens; these are the game start, intro, and the pre-transfer game screens.…
Read the story ↗: Console ++

In my previous post, I talked about the Minimap screen and the Lifts screen which are both parts of the console display within the game. The console screen also has a…
Read the story ↗: Console

This blog will be all about the Console areas of Paradroid, which were accessed within the main game as a kind of sub-computer for information about what you were dealing…
Read the story ↗: Minimap

With the doors all working, as I explained in the previous post, the next logical step was giving the player the ability to move around the whole of the dreadnaughts…
Read the story ↗: Going Down

The next major hurdle with Paradroid was implementing one of the most iconic parts of the game which was the opening and closing of the deck doors using simulated proximity…
Read the story ↗: The doors