Archive for the ‘Hydris’ Category

The dreaded ‘ambition’

It’s a relative of the same beast that climbs lamp posts shouting “sequel!”, the ambition either outgrows the current project or guts it before it reaches the starting blocks.

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I like the sound of… classic Mega Drive

Ok, I may not actually have the Mega Drive greatest pop hits on my iPod, but every now and then when I hear a bit on telly, someone’s ring-tone, or am actually playing an early Mega Drive game, it’s the music that brings it all flooding back. The beautiful, oblivious childhood when I had absolutely zero worries.

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Making the most of… PowerPoint

Just because you can’t program C++ or you think DirectX is a science fiction TV series, doesn’t mean you can’t make something you can be proud of. It’s far too easy to give up before you’ve begun.

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Splendid game ‘core mechanics’

A core mechanic is a term coined by myself so I didn’t have to write game play. It’s quite an obvious thing but if you set out to make a platformer you would most probably dive head first into making levels, characters and physics engines to make it all work. This is definitely my own and I know the majority of Psync’s approach of the past.

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Origins: Part I – School Days

Whilst looking through a bunch of old files I found a little gem that I wrote for our very first website ‘way back when’ that tells the story of how we all met and started this thing we call Psync. Seems like it’s due for an update, so here goes…

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The dreaded ‘S’

How many projects have fallen foul when the future looked so, so rosy before someone had to go and utter the fateful phase, “Ooh, I’ve had a great idea for a sequel”?

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