Why It Is Important to Document Even the Smallest Decisions

A week or so ago, I was configuring the hero summoning queue for my villages in “Stop That Hero!” (still available for pre-order!), and I couldn’t figure out why I had a special “END_QUEUE” for the last item in my queues. None of my code handled it, so it got ignored, and removing it didn’t . . . → Read More: Why It Is Important to Document Even the Smallest Decisions

Getting Used to Accepting Payments

According to my git repository, yesterday was the one-year anniversary of the start of my first major commerical game project, Stop That Hero!.

I’m not celebrating because it’s not a good milestone to hit. I didn’t know how long it would be to take the Ludum Dare #18 prototype and make it into a . . . → Read More: Getting Used to Accepting Payments

Stop That Hero! Development Summary

The last time I wrote about Stop That Hero! development was in July. Here’s a quick summary of the work I’ve done since then:

Fixed memory bugs

I fixed a number of issues in July, specifically with weird corruption issues that seemed to result from the use of std::vector<bool> which is apparently not a real . . . → Read More: Stop That Hero! Development Summary

See Stop That Hero! in Chicago

Indie City Games is hosting the Open House Indie Games Expo in Chicago this Saturday.

Members of the general games-playing public are invited to show up, meet local indie developers, and play the games they’ve been hard at work creating. It’s fun, it’s free, and absolutely everyone is invited!

I’ll be demoing Stop That Hero! . . . → Read More: See Stop That Hero! in Chicago

Meaningful Game Play Game Jam

Josh Larson of God At Play wrote about meaningful game play. Josh’s definition:

Meaningful game: a game that has significance or provides purpose for how one lives life.

He specifically argues that there seems to be a lack of games with deeper meaning, and that there are not enough of them to satisfy the people . . . → Read More: Meaningful Game Play Game Jam

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