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,

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.


Tuesday, September 8, 2009

Monetizing Indie Games

I have recently come across 2 articles about monetizing indie games:
Some interesting ideas all around, but probably nothing you haven't heard before in one form or another.

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.