A quick look at all we’ve been up to in the year of surprises.
Work, unlike blog posts, has not ceased. While I juggle my day job, development, and existential horror, Reinan is a wizard who has mastered the “doesn’t sleep” potion recipe so, due mostly to his eldritch efforts, we have accomplished some wonderful things.
Stroll past the roll for a list of what’s online, fully functional and playable, with pictures!
We’ve been in a cycle of prototype – play test – bug hunt which any designer knows well, for it is the circle of life. It moves us all. Through despair, and hope, on the path unwinding. Or was that unending? Anyway here’s my illustration of the cycle of unnatural selection: Continue reading
A month has gone by since we started our new prototype. Reinan had a little break to go visit family over memorial day weekend. I spent the time gaffing for a small but very cool independent film. Now we’re back in, and we’ve chosen to continue prototyping our new platforming mind-bender, working title: Wizard’s Tower. The concept is good, but there are details that need to be attended to before we’re confident it will actually sell. Continue reading
Two weeks into prototyping a new concept: Procedural moving wizard’s tower becomes platforming mind-bender. Playtest going strong – one of the play-testers unscripted remarks, speaking to me while playing: “I hate this so much. No, go away. I must win it.” Continue reading
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.
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
“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