Last time, I talked about Linux-specific issues to fix before my game’s release.
This time, I’ll address the issues I’m seeing on Android and Windows platforms.
Android: manual code signing
Quite frankly, between running the game on my phone and on my tablet, I haven’t seen any issues since I first tried to get my . . . → Read More: Gearing Up for Release: Platform-specific Issues, Part 2
I started a three-month project at the beginning of the year, and I’m now in the eighth month. I reported on the reasons why it was taking so long last month.
But I’m feeling pretty good about it, and while I still have some balance issues to work out, and it’s a bit ugly, I’m . . . → Read More: Gearing Up for Release: Platform-specific Issues
I like building my games with my own tech.
There was a game jam in which I used Stencyl, but otherwise, all of my projects have been based on my own hand-coded C++ with libSDL. I spent time figuring out how to write a basic game loop, how to design my software architecture, how to . . . → Read More: The Satisfaction of Building It Yourself
In January, I said I had created a plan. This plan was to release a minimum viable product (MVP) and get it in the hands of at least one customer in at most 90 days.
My thinking behind this plan was that I should be able to put together a fairly complete game easily . . . → Read More: The Seventh Month of a Three Month Project
Like many indie game developers, I have a day job.
It pays the bills, but in exchange it asks me to dedicate a significant portion of my time to it during a given week.
I am married. I like being married to my wife. Since love is spelled T-I-M-E, in order to continue . . . → Read More: Where Do You Find the Time to Play AND Make Games?