By GBGames, on April 17th, 2006%
For this week’s Thousander Club update:
Game Hours: 65 / 1000 Game Ideas: 252 / 1000
Target: 252
I managed to get to 64 hours earlier in the week. Somehow, even with an extra day this weekend, I had trouble getting to 65. I was hoping to even do another five hours to get to . . . → Read More: Thousander Club Update: April 17th
By GBGames, on April 15th, 2006% There is a new podcast at the Indie Game Developer Podcast site. It’s an interview with Rohit from Maw!soft.
Rohit talked about how he got into game development and what his favorite games are. He talked a little about Boxen, the newest version of which I’ve seen evolve at the Chicago Indie Game Developer Club . . . → Read More: Indie Game Dev Podcast: Interview with Maw!soft
By GBGames, on April 14th, 2006% Why We Need a Corporation for Public Gaming argues that we need a publicly funded organization dedicated to making high-quality, educational games for the public good.
The author, David Rejeski, made comparisons with the television industry, noting that noncommercial programming did not do very well without government involvement. A Corporation for Public Gaming would fund . . . → Read More: You’re Playing CPG
By GBGames, on April 13th, 2006% When I program, I tend to hack things out rather than follow some set plan. The reason is because I’m not very good at writing plans yet. If I try to make a plan, I end up questioning everything and never get anything started, let alone completed. It’s known as analysis paralysis. Basically, you become . . . → Read More: Dealing with “I Can’t”
By GBGames, on April 12th, 2006% Danc at Lost Garden wrote about GameInnovation.org, arguing that we need better, standardized language in order to discuss game design. If everyone has a different definition for “challenge” or “reward”, then you can’t hope to have a meaningful conversation with other game developers.
The goal of the GIDb is to classify and record every innovation . . . → Read More: Documenting Game Innovations
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