Where There Be Dragons

Cullen

There have been a few unreported landmarks in the last year – an understatement, but its been an interesting journey and I’ll tell you about some of the milestones we’ve passed since our last update.

We’ve come a long ways, as you might expect in a year of labor – task after task is step after step toward a distant goal. It helps keep my head in the game to think of the process as a quest, a mission, a work of journeying to the promised land.

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Playtesting Mechanics

Cullen

Playtesting Mechanics: For the first time in a year and a half of work, we’re actually making a game. Everything up to now has been designing, optimizing, and then hiding a universe.

Making Pie: documenting the making of an indie game Pt. 3

Isaac

Apple Pie. Universe. Continuing series of articles. Obey my dog!

Continuing on the topic of group dynamics.

We are all good friends. We have that going for us. We are a nicely balanced party: Reinan is our wizard, powerful arcane programming and high intelligence. Cullen is our fighter, a paladin who mediates the group and uses his high spacial awareness and stamina for 3D programming all day long. I’m the thief, a bard who uses creativity as his sword, is a jack of all trades, and often disappears to do things unrelated to the primary quest like looting and drawing comics. Continue reading

Making Pie: documenting the making of an indie game Pt. 2

Isaac

“In order to make an apple pie, you must first invent the universe.” (Misquote of Carl Sagan)

This is a continuing series about all the things that go into making an indie game, from the universe up.

Something I wasn’t expecting to learn when starting this project was management. Three very different people are coming together to try and create a huge project over a long period of time. For a team that is working on a totally digital product, there is a huge amount of squishy, unsettling, distinctly organic work to do. Continue reading