Important note: I don’t have any good graphs or flow charts for this blog so I am going to annotate it with the greatest movie abut entrepreneurship and marketing: Willy Wonka & The Chocolate Factory. So nobody bought your game? Nobody wrote about all the work you put into it? Only one random internet man Continue Reading
The 5 Reasons Why You Need to Build An Email List This Year
It was Kevin Kelly who wrote that if you have 1000 true fans you can make a sustainable living being a creative because they will always buy whatever you produce. I always wondered though, how do I know how many true fans I currently have? Am I at one true Continue Reading
How to Design Mario Levels That Don’t Suck
With the release of Mario Maker, everyone has the opportunity to create levels for one of the greatest series in the history of video games. This presentation will give you a brief history of the genre, an understanding of what makes 2D Mario levels so good. This talk includes links Continue Reading
Drill Planet: How I developed and released a game to the App store in 69 hours
Yesterday IĀ uploaded Drill Planet to the iOS app store. If the review gods are on my side, Drill Planet should be available before the end of July. This is how I got it out on time and with minimal monetary investment. Note: You can play an HTML-5 version of Continue Reading
Progress update June 27
New version of City Tuesday in playtest: Here is what is new since you last playtested: 1) A NEW PUZZLE. It is at the end of “country world”. Puzzle elements include some of the following: – An anglophile – A constant gardener – A dog with a passive Continue Reading
City Tuesday now in playtest
Hey so I need feedback to make sure the puzzles make sense and the menus are not too confusing. If you have an app hub membership you can download the code from the City Tuesday AppHub forum post. You should probably provide feedback right there in the forum of course Continue Reading
What happens when you don’t push start?
I am designing the splash screen, attract mode, and main menu for City Tuesday. With all the games I have played I can’t exactly remember how most games start. So, I picked a few games that are similar to what I am shooting for with City Tuesday and decided I Continue Reading
Why is every Dream-Build-Play winner a 2D platformer with grass?
This week, Microsoft announced that Dream-Build-Play 2012 (DBP) is open for registration. The contest (now in its 6th episode) is a showcase of the year’s best of games that have been developed using their XNA game-creation-tools. I will of course be entering City Tuesday in it because the deadline is Continue Reading
Training levels
If you think this looks like a mess, well it does because it is. I am working on the training level which means I have to make a small sampling of the major themes and trails that will be in the game. It is a cross-cut, a sampler-platter, a coming-attractions Continue Reading
Creator-intensive content
PacMan does not require a designer to carefully craft a puzzle mechanic. Instead, the rules and resources of the game are enforced by the some-what AI controlled ghosts. The fun of it comes from working out the escape routes that are thrust upon you by the game. Neither does Tetris. Continue Reading