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Archive for the 'Game Development' Category

LD#11 Results Are In

Posted by GBGames on May 5th, 2008

The Ludum Dare #11 ratings period is over, and the results are in. it seems that I didn’t do too badly. The rankings were out of a possible 5:
Overall: 3.50
Fun: 3.68
Innovation: 2.93
Theme: 4.43
Polish: 3.36
Graphics: 2.57
Audio: 2.96
Humor: 2.83
Technical: 2.54
Food: 4.38
Journal: 3.96
Timelapse: 3.62
My game came in 7th place for the Theme, 10th place for Fun, and […]

Thousander Club Update: May 5th

Posted by GBGames on May 5th, 2008

For this week’s Thousander Club update:
Game Hours: 409.25(previous two years) + 73 (current year) = 482 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000
It was another unproductive week. Too many higher priority things came up.
Tags: game, game design, productivity, personal development, video game […]

How to Build a Game Prototype by Introversion

Posted by GBGames on April 30th, 2008

Introversion’s Mark Morris has written a piece on Building a Prototype.

Of course in different games, different aspects are more important (the story is perhaps less important in Half-Life than in Mass Effect), but you may not be able to determine this at the start. The point is that until you actually have the game […]

Casual Indie Game Development Blog Launched

Posted by GBGames on April 30th, 2008

Started by a game producer at Garage Games, The Casual Indie Game Development Blog aims to bring together casual games (games for everyone) and indie games (games by anyone).
From the post titled The Casual Indie Connection:
Developers are attracted to independent development and casual game development for many of the same reasons. Some developers see […]

LD#11: Minimalist Post-mortem

Posted by GBGames on April 29th, 2008

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.
What Went Right:

Used my build script to create a distributable game from the beginning.
I […]

Indie Lessons from Sins of a Solar Empire Post-mortem

Posted by GBGames on April 29th, 2008

Gamasutra has the Sins of a Solar Empire post-mortem up. It’s always a treat to read what goes on behind the scenes at Stardock, a prominent indie developer/publisher, although I’ll admit that I was a bit confused by the writing.
A single unspoken decision made early in the Stardock / Ironclad partnership led to a […]

Thousander Club Update: April 28th

Posted by GBGames on April 28th, 2008

For this week’s Thousander Club update:
Game Hours: 409.25(previous two years) + 72.5 (current year) = 481.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000
This past week was spent partially recovering from Ludum Dare the previous week. I did manage to work on game development, but it was […]

Game Design for the Color Blind Player

Posted by GBGames on April 25th, 2008

Thanks to ButtonMashing.com, I found Gaming While Color Blind, a post at the Amazon Game Room’s blog. The author talked about the problems he had playing the beta for Battlefield: Bad Company:
Starting out by the blue people, I saw a green guy, and shot him… minus 10 points for killing a team member. I re-spawned […]

I have already written about the solution to GLIBC_2.4 dependencies. The solution is still valid, but I wanted to share this bit of frustration that made me question if it worked in Ubuntu.
This past weekend, I participated in the 48 hour game development competition known as Ludum Dare #11. You can see my submission.
I found […]

Linux Game Development: GLIBC_2.4 Errors Solved

Posted by GBGames on April 21st, 2008

Last week, I wrote about the `GLIBC_2.4′ not found errors your game might get when an application built on a new distribution is run on an older distribution, such as Debian Stable and Slackware 11.
Judging from my search logs, this problem seems to be common enough to warrant a follow-up post. I have since […]