I’ve worked on three different game engines and all have had gameplay and engine intertwined throughout the source code. In Unity, all game objects inherit from MonoBehaviour giving them full access to the power of Unity (and forming a hard link between game and engine). Recently, I’ve moved away from this approach to a better Read More
Over the past 12 months I’ve worked as the sole programmer on the three games we’ve made. I’ve just started up a new project with a fellow programmer and found that I’ve picked up some bad habits in those past 12 months. I’m continually trying to make myself a better game programmer and today I’m Read More
We’ve just released Battle Group on four platforms simultaneously. Porting is usually a lengthy process that I hate to do. I quit my job in the mainstream video game industry partly over being forced into porting one of our latest games. Thankfully this is not the case when porting with Unity as the time required Read More
I’m sick at the moment which has forced me to stop working while I rest and recover. At times like this I find myself becoming retrospective and looking at how things are going in my game development life. I thought I’d share my thoughts on where I think things are going well (and not so Read More
I attended Freeplay Independent Games Festival on the weekend and had a chance to try out Antichamber for a little over an hour (sorry to all the people in the queue behind me). We were there to show off Battle Group as we were a finalist in their indie game competition. Part of my discussion Read More
I spent last week at GDC and 1.5 days of that in Game Connection. I was taking prototypes Bane Games’ next games to show publishers to see if we could get a funding or publishing deal for them. Today’s article is my thoughts about Game Connection and whether other Indie’s should go next year.
The SOLID principles are a set of 5 software development principles coined by “Uncle Bob” (Robert C. Martin). They are a set of guidelines for Object Oriented Design (OOD), specifically for class design. They are widely used by agile business programmers however they are generally unknown amongst game developers. This article describes the principles and Read More
Since the release of Flick Buddies, I’ve been prototyping game ideas for our next game. The best of these prototypes we’re taking to GDC to show publishers. Today I’m sharing my list of tips for creating prototypes.
Do you find it hard to stay motivated when working from home? After my last post I received a lot of comments from people stating that the biggest challenge they face is staying motivated. Today I discuss the ways I keep myself motivated while working full-time from home.
Now that I’m officially a full-time indie game developer, for the first time in my life I am working from home full-time on games. Many of my game developer friends have also started working full-time from home in the past few months, partly because of all the game studios shutting down in our city recently. Read More