By GBGames, on February 27th, 2011%
Wooooooooooooooooo!
WOOOOOOOOOOOOOOOOO!
After years of being one of those people who was a bit jealous of everyone who was going to the Game Developers Conference, I realized that I’m now one of those people to be jealous of. Today I will be setting foot in San Francisco, and tomorrow I will pick up my badge . . . → Read More: Off to My First GDC!
By GBGames, on February 24th, 2011% A week before I fly to San Francisco for my first GDC, I visited my family back in Chicago for the weekend. My plan was to go back to Des Moines Sunday evening so I can spend the next week preparing for the conference.
It’s now Day 6 of that weekend due to a pulled . . . → Read More: The Perils of the Sedentary Indie
By GBGames, on February 18th, 2011%
Here’s a question: how long does it take for a new game project to add a way to win or lose?
I ask because I noticed in my finished 48-hour competition projects, I typically wait until the last hours to add a way to end the game, and I wonder if waiting this long . . . → Read More: Adding Victory and Defeat Conditions to a Game
By GBGames, on February 11th, 2011% At the end of the last progress update, I mentioned the realization that there could be a lot of code and logic in the player-facing parts of the game that aren’t part of the game. That is, when people talk about how complex the interface can be, they aren’t talking about particle physics, 3D culling, . . . → Read More: Stop That Hero! Is Apparently an RTS
By GBGames, on February 2nd, 2011%
Halfway through January I gave a progress update for Stop That Hero!, and in the two weeks since, I’ve accomplished a fair bit.
Recap
In the beginning of the month, I did work to create a command system, separated the game’s simulation from the rendering of it, and even added some game play related to . . . → Read More: Stop That Hero!’s End of January Progress Update
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