You do not have to make big games, just make good ones.
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Having been developing games for XBLIGs for about a year now, here is a look at the rollercoaster ride I've taken as an Indie game developer.
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Looking back at what went right, wrong, and what that means going forward.
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A whole bunch of tips to help you get more eyes on your games.
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What I'm working on and what I might work on next.
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What truly makes a game memorable? Is it a game that does many things well, or a few things great?
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Nasty has been out on the market for nearing three weeks now. Here's what's on my mind.
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Just because you release a game shouldn't mean that you're done with it.
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Collision detection in Nasty goes down to a per-pixel level. Yet one review has labeled it "dodgy". Here's my explanation why and what can be done about it.
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Creating different classes of enemies to save time coding and debugging.
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Can I use that font for my video game, website, flyier, or lemonaide stand? Here's a quick overview what you can do and what you should consider.
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