Creating a programming environment for a 'deeply procedural game'
"There are no tools out there for the kind of deeply procedural game we're working on, and good tooling comprises 90% of what makes the game." ...
"There are no tools out there for the kind of deeply procedural game we're working on, and good tooling comprises 90% of what makes the game." ...
GDC officials highlight a handful of great AI-focused GDC 2015 talks in advance of the deadline for discounted early registration for the show. ...
"To help myself and other game developers who are considering getting their games localized, I have put this list of Dos and Don'ts together." ...
Did press help or hurt? Did advertising? It's hard to say for this small indie -- but this blog post gives a snapshot of what a small point-and-click adventure can do, revenue-wise. ...
Aero's Quest had a very a quick trip through the Greenlight system. How did they do it? This blog explains the circumstances and techniques used. ...
GDC officials highlight more great Advocacy track sessions in advance of the deadline for discounted early registration. Once again, Advocacy track talks are open to all GDC 2015 passholders. ...
Aegis Defenders raised $145,815 on a $65,000 goal. How did the team behind the game do it? Lead producer Scott Stephan shares what went into running the Kickstarter. ...
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk. ...
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them. ...
"I created a master carver, which would spawn other sub-carvers. The trickiest part then, was balancing when and where to spawn in the sub-carvers, in order to get a dungeon that felt right." ...