By GBGames, on June 30th, 2006%
Paper Burns: Game Design With Agile Methodologies gives a nice insight on the benefits of using SCRUM and other Agile methodologies to develop games. You can make games in weeks and months rather than quarters and years. After rereading a bit about the use of SCRUM at High Moon Studios, I was wondering how I . . . → Read More: Agile Individuals?
By GBGames, on June 29th, 2006% Why Your Software is Not Selling attempts to answer the questions that almost all software startups ask. It’s a bit humorous, but it finishes with a list of reasons why indie companies have trouble with sales.
#8 is you made it too hard to buy. Recently I went to a soccer-themed store to purchase an . . . → Read More: Reasons Why You’re Not Selling
By GBGames, on June 28th, 2006% Richard “superpig” Fine has written a piece called Introduction to Debugging. While it is clearly biased towards using Visual Studio’s debugger, it does provide a general checklist of things to do when killing those bugs:
Issue recognition Intelligence gathering Diagnosis Prescription Response Verification . . . → Read More: Debugging
By GBGames, on June 27th, 2006% Thanks to vjvj from the indiegamer forums, I learned that the website for IGF 2007 has been updated.
I thought I would be further along with my own development by this time, but I am still going to try to get a game submitted. I have until September 8, 2006 at 11:59pm Pacific Standard . . . → Read More: IGF 2007 Announced
By GBGames, on June 26th, 2006% For this week’s Thousander Club update:
Game Hours: 107.75 / 1000 Game Ideas: 408 / 1000
Target: 462
I’m still behind in game ideas, but I’ve been making some decent progress with Oracle’s Eye Prime. The code still compiles, at least.
I’m planning on picking a weekend in July and dedicating it to development. . . . → Read More: Thousander Club Update: June 26th
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