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Getting things done as an indie

As an indie game developer, I’m wearing a lot of hats. At one moment, I play the role of developer, happily banging out code. The next moment, I can be posting about my game on forums, or doing artwork, or communicating with my client/partner/designer. How do I stay on top... Continue reading

The new frozenfractal.com

I realized a long time ago that my website was looking a little dated. A dark theme, drab colours and not exactly mobile-friendly. So when I started fulltime in December, one of the first things I did was a major styling overhaul. Another problem with the old site was that... Continue reading

Goals for 2016H1

Happy new year, dear readers! This post has nothing to do with new year’s resolutions; it just happens to coincide. Studies have shown that setting and announcing explicit goals helps drive success. And who would I be to argue with science? So here’s what I’m planning to do in the... Continue reading

Rocket Mail launched!

Put your spatial insight and worldly knowledge to the test! Rocket Mail is a company that delivers packages to anywhere in the world – by rocket! Use your phone’s compass and accelerometer to launch your delivery rocket to cities throughout the world. The closer you get, the higher your score!... Continue reading


I recently did an interview with Robert of Tornadic Dev Studio from Melbourne, Australia. He noticed my recent announcement about starting as a fulltime indie developer, and got inspired: New Years Resolutions are a joke because I believe each day is an opportunity to make a resolution, change something, act... Continue reading

Things that take time

At the core, Rocket Mail is a very simple game. I made the early prototype (Doomsray) in less than a day. There are no complicated physics, no advanced graphics, and very little in the way of performance requirements. Of course there’s a long way to go from a prototype to... Continue reading

Going fulltime indie (again)!

After thinking this through over and over and over again, I’ve finally decided to take the plunge, quit my day job and become a fulltime indie game developer! Some of you may know that I have done this before. And that it was not very successful, ending in my running... Continue reading

Ballistics distance

Just a short post to share something I’ve been working on that mightily pleases the Kerbal Space Program player in me. In testing Orbital Express, it became clear that having three controls (compass direction, inclination, and launch speed) is too much for beginning players. So I decided to simplify the... Continue reading

VR will remain a niche

Virtual reality seems to be all the rage in gaming these days. Everyone seems to be buying into it. Big corporations like Facebook (Oculus Rift), Sony (PlayStation VR) and Microsoft (HoloLens) are pouring money into VR as if it’ll be the biggest thing since sliced bread. But right now, few... Continue reading

Beyond Ludum Dare

As I’d hoped, my 48-hour game Glauron did pretty well in the latest Ludum Dare game development competition: it ranked #58 overall, and made the top-100 in the graphics and fun categories as well. That’s very nice and flattering, but I think there is more potential here. In fact, I... Continue reading

Scoring in Orbital Express

After Ludum Dare, it’s back to working on the game I blogged about last week. Name clashes notwithstanding, I’ve decided to call it Orbital Express after all. As I mentioned, there is work to be done on progression, balancing and scoring. Current state Currently, the core game loop works as... Continue reading

Glauron post-mortem

(Cross-posted to the Ludum Dare blog.) This is Glauron, my Compo entry for Ludum Dare 33, themed You Are The Monster: This was my eighth time participating in Ludum Dare, and I feel it’s my best yet. I’m very happy with what I got done, and there was even time... Continue reading


I’ve been working on and off on this project for almost two months now, so it’s time I blogged something about it. Here’s the elevator pitch: Ballistic Delivery Service is a wacky party game that puts your spatial insight and topographical knowledge to the test! When conventional delivery companies aren’t... Continue reading

Bigcanvas is released!

After a weekend of toil with GRPC, ProGuard, dex, Netty, Maven, Gradle and IntelliJ, I finally managed to build a release APK of the first public version of the Bigcanvas app. Add some screenshots (inspired by – well, hopefully you can tell), and we have a publication! I made the... Continue reading

Bigcanvas: Concurrency

Core to the idea of Bigcanvas is that it’s a shared space, where everyone can draw at the same time. Much as it would on a real canvas, this means people can interfere with each other. Properly handling this and making sure that everybody’s brush strokes made it onto the... Continue reading

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