The chapter delves into the methodology of designing platform games like Celeste, emphasizing playtesting and feedback to create fun challenges aligned with the intended experience. It discusses the complexity of the 5000 line long player class in Celeste, tracking constants and conditions for movement, and compares design approaches between Celeste and the upcoming game Earthblade. The conversation also explores technological advancements in game development, improvements in programming practices over the years, and the importance of efficient memory management for high performance.
Celeste is a critically acclaimed action platformer developed by Extremely OK Games. They recently released Celeste 64 which is an open source project to commemorate the 6th anniversary of the original Celeste, and development of their next major game, Earthblade, is underway.
Noel Berry is a programmer at Extremely OK Games and he joins the show to talk about developing Celeste and Earthblade, gameplay engineering, the state of C# versus C++ for game development, and more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.
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