Blog Archives

Anecdotes about the wild wild world of indie game development.

The Impact of Art

The trouble with coding your own game engine is that the best features are often the ones that the outside viewer can’t appreciate.  You can be working on a game engine for weeks or months, possibly years,  but the vast

Posted in Development, News, Tainted Sword

But moooooom, we’re in a meeting!

We had a demonstration with the good people at PlasticSCM regarding their source code control tool.  For those of you who are in the know, PlasticSCM is positioned competitively in the corporate Software Configuration Management (SCM) market alongside such distinguished

Posted in Development, Tool Reviews

Overcoming Indie Fatigue

Making an indie game can be difficult, especially if it is your first effort.  I’ve witnessed an unpleasant amount of indie projects that start off strong… and then fade away unfinished.  There are a number of potential reasons.  Certainly one

Posted in Development, News, Rants, Tainted Sword

Sprint 1 complete!

On Friday, Lewis and I finished our very first iteration of combat engine prototype development. It’s pretty rough, but you can attack, win, and lose. We’ve already unearthed a small horde of assumptions and design considerations that will need to

Posted in Development, News, Tainted Sword

A day at the office

Last weekend, I moved to a new place that is quite a distance away from Lewis. In the spirit of compromise (and taking inspiration from 2D Boy), we decided to meet up in the food court of a local shopping

Posted in Development, Rants, Tainted Sword

The Beauty of Placeholder Art

I’ve discovered something rather profound – I’m not an artist… in a purely visual sense.  Specifically, I can’t sketch to save my life.  Fortunately, I’m not the Art Director on “Tainted Sword” (we still need artists by the way, contact

Posted in Development, Game Design, Tainted Sword

Ahmed Ahmed as Ahmed

The economy sucks.  Which is why this week, Lewis and I are both plentifully endowed with free time (as opposed to to just being plentifully endowed).  We’ve been doing some pair programming in the XP style, working on our fabulous

Posted in Development, Tainted Sword

There’s an eye in me soup…

Alright, so I’ve finally got a “Hello World” application connecting to my server in Flash CS4.  The trick is that we can’t use FlexEvents (or any Flex features at all), but we should be able to get around that using

Posted in CheckWars, Development, News, Tainted Sword

The XNA 3.1 architecture for games: Part 1

I wanted to make a post about design documents for XNA games, but I realized it wouldn’t be very helpful without a little background knowledge on how the XNA framework is designed.  I’ll get that out of the way, and

Posted in Development, XNA

A Proper Development Environment

So you’re gonna make a game.  Whether you’re going it on your own or you have some buddies to help you out, here’s what you’re going to need to pick: A technology platform A configuration management tool Tools for communication

Posted in Development