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.
Sunday, September 20, 2009
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.
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