I'm starting a game using TheSheep's 15 steps plan, doing a step per day.
I will be starting fresh but reserve the right to pilfer and pillage any of my previous projects for source code, as well as anything I can find online.
In January 14th at night (or January 15th in the morning) I will post my success or failure. I also reserve the right to use the most generous of time zones for determining the end date.
I will try post small status reports here as I go along- see you in 15 days!
-Ido.
Thursday, December 31, 2009
Friday, December 25, 2009
New Homepage Design
I've decided it was time for an overhaul for my homepage.
The result:
Still need to tweak the colors for higher contrast, but I am happy with the outcome so far.
-Ido.
Monday, October 19, 2009
Most Played Roguelike - Poll Results
The final results on the poll are in:
Somewhat unsurprisingly, the top 4 are Crawl, Nethack, Angband & ADOM in that order (with Angband & ADOM tied for the 3rd place).
What is surprising (at least to me) is the disparity of the results: Crawl in the first place has almost twice as many votes as Nethack in the second place, and exactly double the amount of votes as Angband and ADOM!
-Ido.
Sunday, September 20, 2009
Yet Nother Roguelike Framework
As most developers probably know, every game you develop make all subsequent ones easier to make.
Until now I've been using the venerable Ad-Hoc Craptacular Framework method (AHCF from now on), namely- starting new games by ripping off relatively-general-use code from older ones.
The AHCF method works, and works quite well. Every new game your ever changing "framework" gets more general & useful and before you know it it doesn't take that much effort to transform it into something that's easily packable and usable in a new game simply by copying a single directory/jar/dll/whatever.
As you've probably guessed by now, the game I'm currently developing has its code separated to an engine and a game component, and when it gets a bit further along it might even be useful for other people to build their own projects on top of its engine.
Stay tuned for further updates,
-Ido.
Until now I've been using the venerable Ad-Hoc Craptacular Framework method (AHCF from now on), namely- starting new games by ripping off relatively-general-use code from older ones.
The AHCF method works, and works quite well. Every new game your ever changing "framework" gets more general & useful and before you know it it doesn't take that much effort to transform it into something that's easily packable and usable in a new game simply by copying a single directory/jar/dll/whatever.
As you've probably guessed by now, the game I'm currently developing has its code separated to an engine and a game component, and when it gets a bit further along it might even be useful for other people to build their own projects on top of its engine.
Stay tuned for further updates,
-Ido.
Saturday, September 19, 2009
Which Roguelike Have You Played the Most?
Feel free to participate in the poll to the left, it will run until October 19th.
-Ido.
-Ido.
Tuesday, September 8, 2009
Monetizing Indie Games
I have recently come across 2 articles about monetizing indie games:
Another oldie-but-goodie: on being an independent game developer.
On a different note, please make use of the rgrd subreddit if you find links to something worth sharing with your fellow roguelike developers.
-Ido.
- 6 ways to try and monetize indie games- by the infamously prolific Kevin Glass.
- Getting paid, earning a living in a free world- in GraduateGames' blog on GameJolt.
Another oldie-but-goodie: on being an independent game developer.
On a different note, please make use of the rgrd subreddit if you find links to something worth sharing with your fellow roguelike developers.
-Ido.
Monday, July 20, 2009
No More NoMoreSweden
No More Sweden is over & I am back in Vienna.
My entry to the 40h dev jam even won the 1st place in the "Most Procedural" category!
I will use some of the code to remake three old projects (finally finishing 1 of them & adding some polish to the other two) with a unified framework.
That will make them easily accessible through web start, with some new eye candy & an online scoreboard. More features will probably follow.
-Ido.
My entry to the 40h dev jam even won the 1st place in the "Most Procedural" category!
I will use some of the code to remake three old projects (finally finishing 1 of them & adding some polish to the other two) with a unified framework.
That will make them easily accessible through web start, with some new eye candy & an online scoreboard. More features will probably follow.
-Ido.
Tuesday, July 14, 2009
First Donation at tametick.com
Yesterday I received my first donation in the sum of 14 Euros from the generous Nick Thompson of Little Rock, AR!
Thank you Nick!
Use the Paypal button at tametick.com if you want to support the development of more indie games!
-Ido.
Thank you Nick!
Use the Paypal button at tametick.com if you want to support the development of more indie games!
-Ido.
Thursday, July 9, 2009
Roguelike Traffic
It has been a bit over a year since I started tracking traffic to the first 7DRL I made for the 2008 7DRL Challange (I have since then also submitted another game to this year's challange).
It seems most of the traffic comes from Roguelike specific site such as RogueBasin and Temple of the Roguelike, but popular gaming sites such as Jay is Games also contributed their fair share of traffic.
Here are the top 10 refferes:
Overall visitors numbered 4,348.
The number of downloads of the most recent edition (not including people who got it directly from the subversion repository or downladed any of the previous versions):
I unfortunatly didn't have a mac to compile/test on - the mac version without sounds was contributed by a player.
Overall downloads (including old versions but not including subversion checkouts or downloads from 3rd party sites) numbered 2,451.
Operating system stats are also not surprising - considering I couldn't provide very good mac support - with Windows taking the lead followed by linux:
Would be interesting to see how my newer (and upcoming) games would do in comparison. With my 2nd 7DRL game released about 4 months ago, there is still a while left until they could be compared, though.
-Ido.
-Ido.
1 Week for NoMoreSweden
Only 1 week left 'till I hop on a plane to Copenhagen (and a train to Malmö afterwards) to attend NoMoreSweden.
Fun times ahead!
-Ido.
-Ido.
Tuesday, April 21, 2009
FWOD Performance Problems & Bugs
Seems like I've made some silly mistakes in my first Java2D application.
The good people on StackOverflow and JavaGaming seem to have some good advice that I'll incorprate into my code.
Monday, April 20, 2009
Falling Wall of Doom - Final!
Sunday, April 19, 2009
Almost Done!
Get it here.
I hope I didn’t forget anything, I’ll probably post a final submission soon.
It was my first LD and it was a good one!
Saturday, April 18, 2009
1st Screenshot, Still a Way to Go
Progress is made
Friday, April 17, 2009
Subscribe to:
Posts (Atom)