Archive for category: Dev Resources


19 Sep
September 19, 2015

Some interesting tweets from Steam Spy today.

Those aren’t the kind of results you’d expect, are they? You’d think there’d be more overlap between core RPG fans. Or at least between Pillars and Wasteland fans.

Of course, some folks won’t be buying these games on Steam, for whatever reason, so the Steam statistics are an incomplete picture of the whole. Still, I’m surprised.

I think it speaks to genre being less meaningful than type of core experience/mechanics the game offers. The theme is possibly also important, some folks may be fans of post-apocalyptic wastelands but not traditional fantasy, and vice versa.


Survival of the Fastest

19 Jun
June 19, 2015

In System Crash, it isn’t always about getting the strongest Agents on the board. Sometimes it’s about speed.

The Rush archetype deck is built with speed in mind. It’s filled with cards to help you get Agents out quickly and dominate the early game. Hit ’em fast, hit ’em hard, don’t let them recover, that’s the Rush philosophy.

And I was a proud ‘dad’ when the AI managed to pull off the Rush strategy flawlessly against my Yakuza deck. 😀

Some early Blackjack’s and the 9th Circle nightclub support card had seen the AI to 48 points, a mere 2 from victory. But I’d finally blocked its advance, bringing out tougher mid-tier Agents that I knew it wouldn’t be able to beat, in a fair fight. Generally, once the Rush deck loses momentum, it loses it permanently.


But the Rush deck has one more trick up its sleeve for just such an occasion. Deception cards. Deception can clear you some room to attack when brute force alone won’t do it.


Reroute cleared the path, but it still wouldn’t be enough without speed. That’s where Nem0 shines. With 6 Attack Power and Haste, he can quickly claim OP from an opening.


And that, as they say, was that.


Well played, that code. Well played.


10 Apr
April 10, 2015

OooOOOoooh! I’ve wanted something like this for Unity for ages!

I think I’ll snag it!

Man, System Crash is almost finished and I’m just ITCHING to start playing with some prototypes for new game ideas.

Almost there, almost there. Just gotta maintain discipline for a while longer. Then I can play! 😀

Creating Juicy Explosions in Vlambeer’s Nuclear Throne

24 Mar
March 24, 2015

Rami Ismail On Pitching Your Game

13 Aug
August 13, 2014

A Prototyping Toolbox

23 Jul
July 23, 2014

I rather liked this post by Sebastien Lambottin, designer of the naval gameplay for Assassin’s Creed 4, on building up a prototyping toolbox.

For myself, while I haven’t really built up a toolbox of my own prototyping code (something I intend to fix asap, starting with code I’ll cannibalize from System Crash), I have been building up a library of useful Unity assets. Things like minimaps, networking libraries and planetary body generators. They have a different asset on sale every week, and every so often a big sale, just like Steam. And I’m always looking out for stuff to add to my toolbox.

And when I finish SC, one of the rewards I have in mind for myself (after I spend some time vegging out and remembering what it’s like to have weekends free) is permission to spend a good few weeks simply messing about building little prototypes, game jamming. I haven’t done enough of that, either. Time to rectify.

The Sci-Fi Visual Bliss of Digital Artist Ian Llanas

11 Apr
April 11, 2014

High Voltage

A lovely article here on one of the freelance artists who worked on System Crash, the brilliant Ian Llanas. Many of those images are actually from System Crash! The headline piece is one of my favourites, in fact. 🙂

If you ever need work done, I highly recommend Ian. He was an absolute pleasure to work with, and incredibly talented. System Crash wouldn’t be the game it was without his contribution.

Game Changer

19 Mar
March 19, 2014

Hell’s Bells, this is a game changer.

Unreal 4 to move over to a $19 / month subscription model for full tools and updates, share of revenue that goes to Epic set down to 5%, and full source code access.

Unity just received a MAJOR challenge to its dominance in the indie sphere.

Personally, I think it’s awesome! More competition is great for us, the end users of these engines. Let the giants in the engine space duke it out, and in the process deliver a better product to devs.

Steam allowing developers to create their own sales

27 Feb
February 27, 2014

Huh. Ok, this is (maybe?) a big thing.

Steam is now letting developers create their own sales. It won’t get you the eyeball-boost of being on the frontpage, but you can certainly trumpet it around the net.

I wonder if this makes a difference, compared to simply having discounts on your own direct sales portal? I know some people will only buy on steam.

Would be interesting to get feedback from any devs already on steam who try this in comparison to sales on their own sites, gather statistics. Let’s hope someone tries the experiment!

Indie Game Dev 101

11 Feb
February 11, 2014

Oh hey, I think I know that “Gareth Fouche” guy discussing game dev over on IGN.

Blimey. He does ramble on a bit, doesn’t he?