Interview
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:
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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:
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 a finished game, but even after the game looked, felt and sounded polished, I still found that I needed several weeks to get it ready for beta testing.
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!
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 first two levels:
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 people who aren’t game developers actually own the necessary hardware. Will it all be worth it in the end? I think not.
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.
For my game Orbital Express, I need a list of cities that can serve as targets for the player to aim at. We’re trying to select cities that…
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.
(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 left on Sunday for a relaxed dinner and quiet evening with my girlfriend.
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: