Dragonsdoom's roots started as a hardcore gamer; playing hundreds of hours of Counter-strike, Baulder's Gate and Sim-style games for years. Even as he played such games, he was fascinated with the concept of 'Level Editors', creating many small levels for such games as Sim City, Age of Empires and Stronghold. He eventually experimented with further design concepts such as GUI style mods in Age of Empires. After a time, he decided to become a developer himself, to be more than a consumer amongst the horde and give back to the community. He learned true 3d level design by starting on the Source engine, and is currently learning how to do do every aspect of game development in the hopes of starting his own indie company with some college pals.
Dragonsdoom talks about how he built the AI for GravityBomb. Originally, the AI was dumber than a boat made of pudding. Its pretty lethal now. How did...
ai: the opponents of gravitybomb
Meet the team! Dragonsdoom explains who works on GravityBomb and how they distribute the developer hats.
the team behind gravitybomb
I never expected that my game was going to warrant a page on the Indie DB, much less a release! In this post I will introduce GravityBomb and run down...
intro update (also wormholes!)
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