To prototype and get early feedback is great for getting rid of bugs, get ideas, test the fun factor, and keep yourself motivated. Use these tips get more players to play your game when it is not finished.
Nandrew
We all know that good old stereotype: the one which dictates that all computer-bound people are highly introverted and extremely antisocial individuals who wouldn’t know how to start a conversation even if they were slapped in the face with their grandmother’s knickers.
How to defeat negative self-talk
I’ll waste no time in dropping the hammer: I really don’t like World of Warcraft. The grinding bores me, the mentality upsets me and the game world just doesn’t engage me enough to warrant the odd five gazillion hours that you need to pour in just to get… well, anywhere. I’ve […]
Hate vs. Respect: Gaming as a Developer
Sometimes, one just has to wonder: is history chock-full of great game developers that were never able to realise their full potential? Would Julius Caesar have invented Pac-Man if he was given a computer instead of the Roman Empire? Could Aristotle use his Greek superpowers of reasoning and insight to […]
Historical Dev Challenge: Shakespeare
If there’s one pet hate that I have concerning games (aside from those obnoxious troglodytes that plague multiplayer servers for just about any title you care to mention) it’s the idea of making things competitive. Now, I know that this statement alone will cause a lot of people to froth […]
Screw It
The other day (and by that, I mean “some undetermined date a really, really long time ago”) I was having a typical gamer’s discussion inside a typical gamer’s forum. The topic: piracy and all the pain, chaos, death and homeless devs that it brings about.
Back off, indies!
The way I see it, modern indie development is imbalanced. Not in the way that a foul-tempered DotA player would scream “IMBA!” after getting killed for the fifth time in succession – no, I’m talking more about exposure, attention and who is playing what out there. I’m talking about everyone’s tendency […]
Fighting the Narrow Game Focus
To many developers, the fine art of game creation lies strictly within the domain of the first world. Europe, America and Japan have all been sitting pretty with a very well-developed industry for a while. Other territories have recently hopped onto the bandwagon, of course: we have high-profile offerings such […]
Game Dev from the Dark Continent
Hello there, dear reader. Welcome to the super-duper guide to art games. You’ve made a good choice in bringing your eyes to these pages, we promise. Settle down, pull up your favourite comfy chair and make sure that your eyes are at a respectable distance from the computer screen. Ready? […]
Art Games: The Super-Duper Guide
How does one treat a new game developer? I’m not strictly talking about the greenest of the green: the term “new” is very subjective, and may even incorporate those who have been attempting the craft for years. But whatever your understanding of the term may be, the question still stands: […]
Somebody slap me in the face
Being part of an active game development forum, I often stumble across works in progress from fellow enthusiastic devs. This in itself is pretty great. The problem – and I’ll confess to this openly – is that I often skip over projects which are only in the concept stage: you […]
Being a show-off?
This article originally appeared in Dev.Mag Issue 29, released in February 2009. I must confess. I hardly ever comment my code. It’s the sort of thing that everybody lectures about, saying that it’s important for clarity, ease of use and even national security in the event of nuclear war. This […]