December 2010
18 posts
16 tags
I remember reading a comment on twitter that said something like “being a developer is like being a manic depressive. Extreme highs and extreme lows”. The more I think about this, the more I agree with it! The lows of the crunch periods, and the highs of release. Finally having your game finished is a superb feeling (one I wish I could bottle to take a dose of during crunch!) Richard...
Dec 30th
15 tags
there are far too many unwritten rules and things you have to do to get things to work the way that they should work. Arthur Lee on the subject of the limitations of Multimedia Fusion. (via TIGSource forums).
Dec 27th
1 note
14 tags
I think people forget sometimes that the environment and setting of a game can be as much of a character as any in game bulky hard-to-the-core space warrior. Tyler Glaiel on the subject of what can help make good storytelling in videogames. (via his blog).
Dec 26th
1 note
15 tags
The Last and Final Word: CosMind
CosMind quietly worked behind the scenes on a game that he was passionate about, revealing little to the public about his project before its release. After years, where others may have lost interest and quit, he continued on with an unusually positive and enthusiastic attitude. That game was Glum Buster and it brought him to the attention of much of the indie community. Name? Justin Leingang...
Dec 25th
10 notes
16 tags
The main reason that I stick to color limits and simple shapes in the games I develop is ease development time.  It’s a nice way to limit time spent drawing, and it helps maintain an overall FEEL or STYLE. Robert Lupinek on the subject of developing games in a retro style. (via TIGSource forums).
Dec 19th
1 note
19 tags
I like to do different things. I wouldn’t like to be working on the same thing for too long. Variety is the spice of life. Greg Sergeant on the subject of not wanting to make sequels to games that he has made. (via IGN).
Dec 18th
15 tags
The Last and Final Word: Chris Roper
Chris Roper aka Pug Fugly is a veteran GameMaker developer, who enjoys creating videogames that you might have played in arcade cabinets in the early eighties. He has created such memorable experiences as Return to Sector 9, Destructivator and a remake of The Pyramid that won the Retro Remakes 2006 competition. Age? 37. Country? I live in Wales in the UK. What do you do? I work as a...
Dec 18th
2 notes
20 tags
Ever since I founded FlashPunk, I’ve become not only a disciple of the game development trade, but one of its teachers as well. Chevy Ray Johnston on the subject of teaching game development to others. (via his blog).
Dec 17th
2 notes
18 tags
..some ideas are great in my head and when I try them on the screen, not so much.. Jph Wacheski on the subject of beginning the development of a game. (via TIGSource forums).
Dec 17th
2 notes
14 tags
I think it’s often an important question to ask yourself when designing a game, “Who do I want to make the player feel like?” Malec2b, musing on the general siubject of videogame design. (via his blog).
Dec 16th
3 notes
14 tags
The whole “games as/are art” debate is hard for me to understand. The concept of what makes art art is so hard to pin down as it is. Amon26 on the subject of his thoughts about where videogames stand as a medium. (via TIGSource).
Dec 13th
23 tags
The Last and Final Word: Linley Henzell
Linley Henzell barely needs an introduction. His first game was Crawl, an ambitious roguelike, which remains in active development by others to this day, even though Linley has long since stopped his own involvement. His shmups, which include Overgod, Garden of Coloured Lights and White Butterfly have attracted a lot of attention over the years, not only for their polish but their vast array of...
Dec 11th
6 notes
14 tags
..I’m not really the type of person who can concentrate on one project for months at a time. Maybe it’s just because I’m really not that old, and haven’t learned how to stay focused very well. Noel Berry on the subject of motivation, depending on the length of a project. (via his blog).
Dec 10th
3 notes
13 tags
Build the world’s best engine and you still don’t have a game. Worse, you have a content pipeline which will take all that much more effort to fill adequately, assuming you know which game you really want to make in the first place. Tomas Pettersson on giving advice to developers that receive little to no coverage from the indie-gaming media. (via X-Out’s blog).
Dec 9th
2 notes
17 tags
I also try to put a bit of myself and my current state of mind into all my games. I guess I just do that so my games reflect who I was when I made them. Matt Thorson on the subject of where he finds his inspiration to create videogames. (via Indie Games: The Weblog).
Dec 9th
2 notes
11 tags
The Last and Final Word: Krimelo
I had a nightmare once, of which I don’t remember very much, but one thing I remember was that there was a mysterious man in there who was called Krimelo, who traveled around in the universe. I woke up, and that name was stuck on my mind. Krimelo is a conflicted game developer. After making some games that he was totally unsatisfied with, he took a year long break, got a new perspective and...
Dec 4th
8 notes
13 tags
I actually like people being really harsh to me. The more you tell me my games suck, the more I’ll try and improve them. Sean Flannigan on the subject of harsh criticism towards videogame development. (via The Poppenkast forums).
Dec 3rd
2 notes
12 tags
A video game is actually one of the more difficult things to program, so it took me a long time to get to the point as a programmer where I felt that I could really pull it off. Jason Rohrer on the subject of how hard it is to become a game developer. (via ZMOGO).
Dec 3rd
2 notes