Category Archives: Game Development

Twin-sticky post

I’ve always had a special fondness for twin-stick shooters (games like Geometry Wars and its ilk).  I often have ideas for how different weapons and interactions could work.  I decided to go ahead and start a simple TSS game to … Continue reading

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It’s about Time, Commander

Okay, finally got ship controls working in the Time Commander prototype.  I had to pretty much rewrite the prototype from scratch so I had a more sensible way of storing the game state in the time buffer and accessing it. … Continue reading

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“It just gives it a lot more professionalism when you’re wearing pants.”

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One-more-time Commander

Little bit more on Time Commander.  I now have several ships on screen, each with random rotational and forward thrust.  As before, just drag the time slider back and forth.

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The Indie Budget Crunch

“At 31 years old when you’re about to get married, and you’re thinking you might have kids in a few years, having $40k in the bank starts to look pretty scary.”   —Andy Schatz Wait.  What? Andy, I love ya, … Continue reading

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Progress Accountability Thread

I’ve started a thread on the TIGSource forums where you can post a goal you have and a deadline.  You then need to come back and post a follow up by the deadline, saying whether or not you’ve met the … Continue reading

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Indiecade!

Just got back from Indiecade yesterday, which was inspiring.  That is to say, Indiecade was inspiring, and I just got back from it.  I especially liked the Osmos postmortem from the guys at Hemisphere Games.  I may write a little … Continue reading

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