By GBGames, on July 21st, 2006%
The Design of Everyday Games analyzes Advance Wars and what makes it so much fun to play, even with older technology and gameplay.
The argument is that Advance Wars is incredibly rich and yet is not complex. You press a single button to do almost any action, unlike some games that have a different key mapped . . . → Read More: Richness vs Complexity
By GBGames, on July 20th, 2006%
Chuck Arellano argues that indie game developers can compete on physics.
Players are expecting higher quality artwork in their games, especially with the advances in hardware we’re seeing. Creating said artwork, however, is generally expensive, and can easily be outside of the budget of an indie. So what do you do, especially . . . → Read More: Lower Barrier to Market: Physics?
By GBGames, on July 19th, 2006%
In Another Indie Quandary: Short v. Long, Tim faces the problem a lot of indies face. Do you pick the shorter project in order to make some cash sooner, or do you pick the longer project, the one you really WANT to make, hoping not to go bust in the process?
The short . . . → Read More: Which Project Do You Choose Next?
By GBGames, on July 18th, 2006%
Action asks a good question: What is the latest “BOLD” thing you’ve done?
I say that it is a good question because I had to stop and think before I could answer it. I was surprised that I had to think about it!
- I shouldn’t, because it means that I am not doing enough to be . . . → Read More: Be Bold and Daring
By GBGames, on July 17th, 2006%
For this week’s Thousander Club update:
Game Hours: 131.75 / 1000
Game Ideas: 432 / 1000
Target: 525
There are 54 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007
As far as Oracle’s Eye Prime is concerned, I managed to work on an input system. As of this writing, I was . . . → Read More: Thousander Club Update: July 17th